yes, the rocket launcher failed to launch rockets. Wasn't a big fan of the key layout. Swapping weapons seemed perfunctory since it automatically gave you whatever you just picked up. It would be improved it it returned you to the previous weapon when the ammo ran out. I'd rather have a reload timer than have to press the R key every 10 seconds...particularly since my fingers are busy avoiding zombs. A zombie bestiary would be nice...but what this game is REALLY missing is some kind of structure. As far as I can tell, once you've played for 5 minutes you've experienced everything the game has to offer, (though with some insignificant new monsters and larger mobs).
You should title your game as a test. If you want feedback, ask for something specific. In general you already know what you need to do to turn this into a game...but right now it's just an experiment.
Great engine, fun gameplay...but there are some shortcomings in the level design and a few of the basic mechanics. Because it's basically a tactical game requiring careful shots, having all these powerful and expensive weapons is kind of silly. The penalty for failure is an interesting design choice but ultimately works against the player's enjoyment. Zero'ing out would be much better than a hit to your bankroll. (The end result is grinding levels for cash.) Too many of the levels are similar and many of them can be "solved" using the same formula, (helicopter then mop up with commando). Having the last baddie killed to trigger the end of the level is inconvenient though I can understand the "challenge" the designer was going for. I'd like to see the game improved with better "puzzles" and levels where the heavy weapons were actually useful, (or even necessary).
This game is under-rated. Although the graphics are kind of silly and the music gave me a headache, they got some stuff right. GOOD: The levels are mercifully short. Much better than most other games in this genre. GOOD: The space bar resets the bike. That's just good UX design. GOOD: The bike control is good...just the right amount of sensitivity. GOOD: The platform contour is easy to see. The collision seems right and none of the obstacles seem designed simply to kill you. One bad thing is that this game is like months old...maybe more than a year. It's not new.
Hey, I'm liking where you're taking this and every version is a lot better. Here are my comments/suggestions. Running forward and walking backward is the new thing you've really put on the table. That's genius. I'd like to see some level design and development; the house doesn't work for me. It lacks strategic interest and I'd like to be able to roam outside. A house of "normal" scale would be better with additional obstacles. The whole shop/buying/perks/upgrades interplay is too much. Scale it down and simplify...it will be more fun for people. The game is a bit slow-paced. The harder zombs only seem harder because they have more HP but otherwise lack unique flavor. There are awesome artists out there; get one or two to help you out. Fix all of your little UI issues...the sound control, for example. Remove your Debug mode on the upload version. Overall you're on an awesome track; just needs more work.
The neo-surrealistic allegory behind this game is clearly indicative of Chaucer's influence on proto-classical victorian literature. The "goblin", (i.e., proletariat), must avail himself upon the wrath of the land-owner. Behold, the birth of capitalism! Genius. Encore! (As if it could be improved.)
Fun, great production values. Levels seem a bit flat...perhaps it lacks a little something to do. If you're good at dodging bullets, it takes quite a while to need any of the bigger weapons or special abilities. Maybe I didn't play it long enough but all that stuff about jumping, sliding and ducking in the tutorial never came into play.
Fun, light, pretty easy, and essentially flawless programming. A few of the levels are particularly challenging but not so hard as to seize the whole game. Love that signature art style. Super fun. Keep 'em coming!
At first I was turned off by the graphical theme and the poor choice of typefaces for the cards. (They're just a bit hard to read.) Then I saw it was tri-peaks without much of a twist except for the Jokers. After a dozen levels or so with no discernible increase in difficulty, I decided to quit. (Yes, background music toggle doesn't work but mute does.) High score for production, low score for screwing up basic aspects of a game that is a solo-play classic.
Fun level design, (though maybe a bit too long per level) but the various goofy glitches and lack of new gameplay concepts sort of reduced my enjoyment. Work on the structure, introduce some new twists, and repost.
Flawed in several critical ways. 1. The second upgrade bike is far better than any of the other, (though it is more difficult to control). 2. Although the rear-wheel-drive concept is good, the application needs works. 3. My button focus roamed around the play screen so I was never able to use my turbo...and the one time I caught it my guy was catapulted through the air across the level and over (presumably) the finish line. 4. The relationship between dude upgrade and bike upgrade is unclear. 5. The music is stolen and should be returned to its rightful owner. 6. The maps could use more creativity. 6. The cash reward for finishing first is fine, but getting nothing for second makes any "scale" to the reward irrelevant; either upgrades should be based on unlocked level or on cash. Take your pick.
It really isn't too bad but feels a bit like one person did everything...level design, artwork, programming...when he or she probably should have had help. The physics aren't realistic but they're fun. The levels aren't very thematic but they're challenging in a light-hearted way. (Protip: On the later levels it sometimes helps to just forward flip like a mofo to get through weird spots.) This is one of those games that could really benefit from a few extra hands to create more enjoyable levels and playtest out the strange controls and bonus scheme.