I don't feel like this went far enough to improve on the original. While the feature of shooting from different vantage points is clever, it's not introduced in a way that provides any significant advantage...aside from perhaps the one next shot. I would have preferred more control over when and how my gun position changes occurred...perhaps in special bonuses that were unlocked in the conglomerate, or something. Being able to restart where one left off rather than from the beginning is always nice...even though it's clear that you expect people to be playing for score, I'd rather have interesting levels if given the choice. Suggestions: More obvious "walls" to estimate bounce...new fun features (temporary laser pointer, exploding balls, etc.)...and conceptual level design would be great considerations for Ball Shooter 3.
Good! Love the theme, love the physics, love the pace. Don't like how "next level" isn't triggered to the space bar...and would have love to have seen more of a story to it. Other than that, great!
I also love it how you get a bonus for each child that goes into the tunnel...as if to suggest that if one fell out, well...you'd get a slightly smaller bonus. Oh well!
I took my children on a hell ride. The ones who weren't crying seemed to enjoy it. And the risk assessors said my ride concept wasn't safe...boy were they wrong!
It's not a bad start but it could use a little refinement. There are some very simple things you could do like advancing to the next level with the space (instead of a mouse click). The cube bonuses don't make a lot of sense...maybe loop those into gameplay a bit better. A variety of monster sprites would be good. Lay off the Sanskrit font unless it means something...I can see you're a fine graphic designer but this isn't the showcase for that. Also, some of the portions of the map were weak designs...like jumping to an area you can't see late in the map, (particularly with limited lives), or requiring very precise jumps the first time without a net (level 4, I think). Revise, improve, and republish. You're on the right track.
Has a few balance problems that I'd like to see improved. The central game decisions in TDs are where to put the towers so they work best together and provide the most cover, and whether to place a new tower to to upgrade. That's basically all there is. So I'd like to see the towers provide that information more clearly. Also, the cost-benefit balance seems a bit wonky. The cheap towers are very cheap...then they get dramatically more expensive. Even the upgrades are quite a bit more. Finally, spamming the new wave button queues the waves up and floods into the next new game. That's an error. (A quit button would be great for failed experiments, too.)
I think this game is fantastic. It completely captures the non-linear puzzle genre in a way that is perfect for kids and people who feel like those games are often too difficult, (or merely click around until you discover the secret). Good job! This game deserves a round of applause.
A few small things could make this much easier, (and more fun for the first-time player): Add some kind of indication what phase it is and what comes next. Perfunctory actions like drawing Patrol cards are unnecessary mouse clicks and don't add to gameplay...you can announce the new patrol with type. ("New patrol arrives!" or something.) The attack numbers, or whatever they are, should be more prominent. You should try to define what the letters mean or just spell out the words and let the players figure it out. Finally, SOME kind of indication what you're trying to do is critical for any game. The only instruction is "try to make it through...". What does that mean? Do you mean "survive for as long as you can?" or do you mean "get past the patrol?" Either way, without any kind of scoring mechanism it's pointless to play indefinitely without an objective. (How do you die in this game?)
Well...huh. The icon and menu are great but the game itself needs some work. It doesn't feel done yet. 1) Improve the control system. Maneuvering was awkward. I'm not sure if you were trying to create a tank feeling but it didn't work. 2) I never felt like I was shooting myself out of danger. It just seemed to go on without any end in sight. The enemies merely got more difficult. 3) Needs a gameplay hook. It's simply not that interesting....there are hundreds of games that use WASD movement and mouse aiming to great effect. The theme, though interesting, doesn't save the gameplay. Sorry...looks like a lot of work went into it and I really wanted to like it more.
Most boring game ever? Pretty bold claim given some of the competition around here. Here's what you need to do to truly make it King of the Boring games. Take out all your power-ups. Remove the skeleton animation when the guy walks...just have him slide across the floor. Oh, and really slowly. When you finally get to the magic vase, you get one letter of a 45-word phrase. Then the next level loads and the magic vase is at the top of 35 flights of stairs. Again, it takes you 20 minutes to get to it...and you get another letter. (Game never loaded so...yes, you are in the running for Most Boring Game Ever.)
It's just like that other game from PopCap...ummm...Zuma, I think....except there's no menu system, the level graphics are terrible, it doesn't have music, there are no options, and when you die it just sits there. In every OTHER way it's identical!
Awesome job, zoolumonkey, on reducing a classic to a miserable state. (This project is an incredible waste of talent and time.)
I appreciate the production values and the skill of the AI but I would have enjoyed a game that brought a little something new to this classic board game. A variety of levels or interesting found devices would have added a level of depth that would make this game more fun, I think.
The truck is pretty fun to drive at first but a complete lack of airborne control is a bit unlike other games in this genre. That's forgivable actually because it puts more emphasis on the attitude of the truck when it goes off a jump. I don't mind that part. What I DO mind is limited lives and the fact that the treads periodically come off the truck.
Wait, so my avatar is wielding an axe but my inventory is a club and I don't need to touch the spacebar at all and I run around to heal between each of the 12 opponents then the game ends? Okay, I think I got it...no need (or desire) to play it again.