There are issues and there are gameplay opportunities. The issues include not being able to attack after a certain point in the game, monsters not becoming more difficult, monsters spawning in the air (out of reach) or on top of each other. Gameplay opportunities include: Expanding the arena (or offering "stages), a "next wave" button, an equipment/inventory screen for making better equipment decisions, and deeper strategic gameplay. (I was able to destroy any spawn in one hit after just a few minutes of gameplay.)
Yes, I'd MUCH rather explore the various puzzles without the lives. They don't add anything to the game except annoyance. (They severely reduce replayability.)
While I love the style and the unique parallel narrative, I wish there had been a game here. It felt a bit like an interactive public service announcement. The fact that the player moves to the right and hits space when prompted is not really up to acceptable "game" standards. However, the value and non-partisan nature of the message and the fact that it wasn't overly preachy, combined with excellent production values, makes it acceptable.
I love brainisdead's comment, ("...learn how a swingarm actually works..."). It's like he doesn't know how to make a flash game but he knows about motorcycles and this is his moment to shine! Say, brainisdead, why don't YOU learn how to make a game in flash then build a motorcyle game with a swingarm of your liking? How does that sound?
I would like to echo Breidenbaugh's comment. The concept is terrific and I would really love to see a strategic game like this come together. Unfortunately it's just a bit too fast and loose...the unit's are both controllable and yet they engage on their own terms as well. The advanced units seem to be simply "more powerful" versions of their brothers and there's little sense of unique character to them. Overall it's a great stab at it but just doesn't quite hit the mark.
I agree with ltzamna: The collision map doesn't really match the graphics. There are other things that could be improved. I'd like to see the map graphics be more obvious and distinct from the foreground and background elements so it's clear where the ground is. Currently the bike rides in a flat field of brown...not so good. The sensitivity of the bike is a bit strange. It's not bad exactly but it lacks a sense of momentum and weight...as if bike rotation kicks into overdrive if you hold the key down for more than an eighth-second or so. I found myself trying to tap the balance out. That's not desirable in these games. I'd like to see these things fixed before I gave this game a serious play.
I godged all of the things on the screen for basically like forever but nothing really happened. Oh, please move the "again" button away from any obstacles.
If you have a bubble where time is stopped, you would not be able to move through it because movement requires time. I'm not sure why the gun quits firing when its bullet enters a time bubble. If it can only have one bullet in existence at one time, how would it know that a bubble that was stuck in time actually existed? This game is so unrealistic! :) (Nice development! Great idea, great implementation, and fun!)
I don't mind the size of the critters but the radar pips are too small for my ancient eyes. (My monitor is set to 1680x1050.) I got to the last level and THINK I finished it but then nothing really happened. Anyway, this has the foundation down pretty well but I'd like to see something new in the format...perhaps an adventure-style, or a campaign map (with different terrain levels), or something a little more captivating. Not bad as it is, though!
Couple of things. First, what about some mapping and texture in the terrain? Second, what about some kind of game conflict...this being a game site and all?
Neat concept, pretty good execution, and gorgeous graphics. Not real convinced that the Unity engine was the right platform...but seeing how it was a school project, whatever. Nice work.
There's not a lot that hasn't already been said. This game needs a lot of work. There are significant UI issues, gameplay issues, and dozens of smaller things that need to be addressed. The biggest flaw is that there's simply no no "game" here. Every game requires a decision of the player...when to click, where to move, and so on. This "game" has none of that. When you introduce elements that make this a game, repost and we'll give it a better look.
The game is solid but there are some areas that could be improved. The stylistic disconnect between the combat and the travel views is jarring. The combat arenas are boring, last much too long, are are repetitive. The buy/sell screens could use some work so that inventory, selling, buying is all done together so you can compare equipment. I would like some more specialization...as it was I felt like any of my upgrades were trivial compared to the weapons I was using. The ability keys are awkward to get to in the heat of battle. It would be nice to have a map or some kind of quest marker so I don't have to search for the one guy that wanted me to do that one thing two hours ago.
Oh yeah. Some of my landings weren't on the pad but accomplished by hitting the corner of the pad with the nose or front of the skids. That should be fixed. Health isn't important. Not having anything hit your rotors IS. (Maybe do away with the health bar and just have insta-death on rotor collisions.) I'd like the copter to dip into the direction is was flying. The star rating should be explained better...I sort of missed it during the tutorial, maybe. Some of my landings were hella hard. That should be fixed. Missions!
It's a fantastic start. Really solid. Here are my suggestions: I'd like the copter to feel like it had more momentum...like it was slightly heavier. The edges of the arena should be defined or managed differently. Flying off the screen is unacceptable. Bumping into the edge of the screen is also kind of wrong; the barriers should be "modeled" in the world. Additional features, like "hook and carry" missions could be fun. Some of the background illustrations are too bright and look like collision objects. The game is a bit easy but I think the "engine" of the game, like the controls and sense of flight, should be improved before you try to make it more challenging. Again, great start!