Fun and challenging. I may not be the most coordinated guy but my personal threshold for re-trying levels is about 12. After that it gets tiresome...particularly when the level has multiple "stages" to it...so by the time you finally can make it through the first part the second part kills you. That can get exhausting. Still, the levels are fun and the controls are simple and elegant.
Pretty fun but seems to lack depth. We experienced the upgrades and gameplay through Redstorm Survival. This is nearly identical only without the supporting campaign and diversity of enemies. The game could be improved with larger, more interesting arenas, more terrain effects, and some devices that introduce more strategic consideration. Programming and graphics are top-notch, as usual.
I also thought the control was a bit sensitive but great for mega-loops. Unfortunately, loops don't really help you in the game so it's not really worth it to risk the crash. Point-mongers may take exception to this...but the central challenge in this game is to finish the level without crashing, not to get a high score. In other words, score in a game like this seems unnecessary. Great level design, fun challenges, and nice difficulty scale.
While the game concept seems derivative, the programming is smooth and the difficulty scales nicely. The production values are great and there seems to be minor improvements over the earlier games of this type, (such as being able to shoot "through" creeps rather than having to mouse right on them). My only criticism is that the upgrades that allow the player to specialize their game experience and tailor to their personal strategy and tastes are level-locked. This means that weapon upgrades are perfunctory and rarely an option. Ultimately the game becomes not about shop choices but simply about the twitch and coordination in the field. Good enough...but if the shop were more expansive and provided greater, (and more strategic), choices this game would be much better. Nice work!
Yes, it's good. At first I thought it was an over-produced, under-developed throw-away but the controls are solid, the "tippiness" is challenging in the right way, and the levels are worth playing more than once. I would like to see a more traditional upgrade/unlock mechanism...unlocking items by completing levels is a bit weird after they've already been presented in a shop format. That was the only little thing I felt was misleading. I suspect people will complain about the inability to reset your car when it lands upside down. Oh, when items or buttons have a padlock on them it would be nice to have a tool-tip that says what's required to unlock it.
To test the theory I started a new game and played until about the 8th or 9th level without upgrading. It actually got easier and easier as I progressed. Don't upgrade anything and play the sliding game until you have a good number of troops stored up (20 in the early levels, 50 or 60 later on) and just send them all at once. Once they're on the field, return to the sliding game to rebuild your resources. (Holding down the mouse on the unit button was a godsend.) Pretty easy victories within a few minutes per level. Unfortunately it takes all of the interest out of the game.
Surprisingly unfun, I'm sorry to say. I think that it has something to do with the feeling of mass with the ball...it feels too light and responsive, and lacks momentum. Also, there doesn't feel like a "tipping point" at the edge of the platform which would make for more dramatic saves. Instead the ball just unceremoniously disappears...kind of a let-down. I think it has a lot of potential however and the production values are better than average.
Man. Well, to get the speed challenges you can just pound your nitro a bunch while you're in the air. That's kind of weird. Also, seems like the more you upgrade the worse your car gets. Oh sure, everything gets faster but it doesn't really get any more difficult. What's with the Dutch windmills in the Alps? And what's with the car that doesn't have an accelerator, steering wheel or brakes...just a big button that says jump. (?) The music is pretty good...all 4 seconds of it that loops over and over.
Yes, needs work. Here are my suggestions: Enable travel across the grass areas. (Create thematic boundaries if you must.) Change the cursor to a targeting reticle. Emphasize the bullet and mag inventory. Create more scenery. Fix the method that you break down interior walls. (I was never able to get beyond the first little area. nor find weapon upgrades.) Create a small splash screen for the controls at the beginning...grenades took me a while to find. Add sound. Add variety to the zombie sprites. Later, different kinds of zombies. Fix the "space bar" locking the screen. Provide some kind of drop system...maybe zombie treasure...to add interest to the terrain. I guess I could go on for quite a while...but I'll leave it at that.
I agree with the others that the game feels a little flat. The racing action is superb...very Wipeout (and I mean that as a terrific compliment)...but there are a few things that could make the next version an instant classic. Some kind of variation in the tracks...drops and precipices and other hazards...powerups that you either roll over and/or buy...thematic tracks and other tilesets...lots of potential here! Great engine!
I am super stoked you created a Flash version of Populous! It was a classic from when only gamers played video games! I was going to point out that you neglected to include sheep and that great campaign world map but then I remembered that it was PowerMonger. Still, superb recreation! Five Stars!
I ran into the problem with the L not working. Also, the L in the "new" face looks a LOT like a J. It's not a bad concept...too bad it got screwed up by some totally avoidable problems.
Couple of interface feature suggestions: "Take All" (Loot) should be "Take all and close" so it can be done with one click. Attack slots one and two should have hot keys (if they don't already and I missed it). I'd like to be able to toggle a grid view to calculate movement carefully...particularly when the game becomes more elaborate. Probably have some more thoughts as I play a little longer.
Couple of UI and feature suggestions. 1. A "back" button on the upgrade shop in case one accidentally clicks a level they aren't prepared to play. 2. Bolder costs for buildings, units, and so on. 3. Perhaps array all of the units down the side of the screen rather than toggling between the three types, (there's really no need for the "action" screen to be that large). 4. I'd like to somehow see the individual types and health of my fielded force so I know what I need. 5. I'd like the opportunity to advance individual troops, (such as suicide missions to remove obsolete units). 6. I believe the game fully reveals itself too quickly. By the third mission I felt like I'd gotten to play with every toy...and now I'm facing 8 more missions with little promise of "new" content. 7. Attack and Retreat icons could be improved, and swapped so that attack is closer to the enemy and retreat is closer to the base. Overall, excellent.
Fun! Nice graphics, slick production, generally free of errors. Level length is just right. Felt that the rote memorization of the levels was a tad tiring on some of the more challenging ones...but not enough to keep me from playing. I would like to see this basic game expanded into something a little deeper.