Super fun, fast gameplay. I really enjoy the light pace and simple approach to grinding. As others have said, if the game had a more persistent structure where you actually explored and the items were more meaningful, this game would be off the charts. Very nice so far.
Hmm, I'm unconvinced that this really works. The idea of "no airtime" is cool but there are lots of ways that other games handle this. (Tunnel racing, for example.) The key configuration isn't intuitive and I would have preferred a brake key rather than simply not accelerating. Needs work.
Because it's a scroller, it doesn't make sense to have the coins fade out. The upgrades should "stick" through death... otherwise it produces frustration and a sense of loss. (Bad enough you died.)
As said elsewhere, the graphics carry this game and show its promise. It's a solid basis but needs quite a bit more depth before it really starts to shine.
Around level 15 the nonsensical deaths by impaling (on various car hulks and iron bars) gets a bit annoying. A perfect, clean landing should be rewarded not with a 30-foot iron bar through your bike.
Solid engineering and smooth gameplay, but lacks gameplay depth. The ships are all very similar in terms of how they're used. (The only exception is the sniper and the flamethrower.) In other words, the hardest levels are not that much different than the easier levels. That could be improved. Small nuances are great, like the ship timers that show their weapon cycles, but it's information the player doesn't really need. I'd love to see another version with more variety or, at least, some static objects or things to make the fields more fun. The ships lack variety as well, and maybe movement speed could be another factor. I'd like to see variety in the field drops too... temporary charge-ups and such. It's a classic game format and seems like it deserves classic game treatment, (i.e., upgrades, item and power-up drops, "scrap" and "coin" commodities, and so on.)
It's true we went more for simple classic fun than something truly innovative. That's what I enjoy about top down shooters. But those are some really good ideas and we'll keep them in mind moving forward!
Because the drones themselves are so large and the landscape lacking much fidelity, it seems that the whole view could (and should) scale down... higher point of view, in other words. I had some presumptions that could have been better addressed through the UI. I didn't understand at first that I was trying to protect something, or myself. It took a while for the enemy drone to enter my field of view and I'd wondered if something were wrong... an off-screen pointer would be helpful. I'm not sure when or how to get two drones. I can't seem to deselect my drone. There are other issues too. I think artwork could be better used to convey some of the concepts.
I can never tell if it's the progamming or my computer that ends up lagging flash so badly. I thought this game was pretty solid for a classic top-down shooter, but because of my lag it became intolerably slow. I felt that a greater variety of enemies/obstacles...maybe slightly deeper gameplay... would have put this game into "solid contender" quality.
THis game was programmed in 2003 & could definetly use an update...