Also, I disagree with Seanus. The fun of the game is that there is no way to _observe_ the traps in the game. Instead, it becomes a battle of wits between gamer and designer. How often can I successfully guess what traps you've placed? How well can I memorize the patterns and beat them anyway? This is how the game shines.
You do have a couple of odd glitches though. For example, when you beat the game, there's no return to the main menu, and if you die you just float below forever. The game feels slightly incomplete, though it's still a blast to play. Round out the edges, add some score keeping and game saves (instead of passwords), and perhaps some sort of challenges/collecting to give some replay value and you could be looking at a very bizarre 5 star game. Right now I give it a 4/5 for making me laugh so hard.
Oh, holy crap, I love this game! I haven't laughed this hard or maniacally since, well, probably R-Type final or Ikaruga. I know those might be strange comparisons, but this really brings me back to the impossible difficulty of old-school shmups. I'm enjoying this far more than I should, and I salute you for bringing slap-stick humor brilliantly into the video game world. Well done! :-D
A fine app - but one significant complaint: the code you used to display the time is very annoying because it displays 11.7 seconds instead of 11.70, making the numbers pop in and out. A minor change to your code would make this look much slicker and smoother.
Hey - nice game! I'm admittedly only 20 levels in so far (wonder why ;-) ), but I'm impressed. Very clever play mechanic, nice programming and physics, and some wonderful level designs and puzzles! My only real complaint is that the game seems to show off the clever puzzles rather than making the player think. In many cases, it was a straight-through blitz of all sorts of crazy stuff just happening to line up and work out. Fun to watch, but not very "puzzle-y". Still very cool though - well done!
Fairly clever game, though I think it was a large mistake to make the gun auto-pan instead of mouse controlled. It slows the game down considerably and makes it unnecessarily tedious. Would like to see faster bouncing, growing, everything really.
I appreciate the somewhat different approach to strategy/defense games that was made here. Not a bad entry, really, and I was impressed with how many new weapons there were (though the old ones quickly became useless).
My big complaint is that for some reason you split the 3 different routes in your upgrades. In other words, you fully upgrades your land, then sea, then air. It would make much more sense (and be more intuitive to control) if every third upgrade was each type. That way, each screen of upgrades would include all three types, and no types would be obsolete.
I really, really love this game. It has a simplistic beauty that is somehow intensely compelling. The experiment of no text works well here and I love the variety of power-ups and situations that you present the player with. Plus, how on earth did you get Danny Elfman to compose your soundtrack? ;-) (seriously, where is this music from?) I'm honestly going to be rather disappointed if this game doesn't get some nods and at least award nominations from the indy gaming world. Well done on this experimental and wonderfully zen-like game. Beauty! 5/5
Wow - I know this has been said, but I was going to report this as a stolen game, but it's obviously not since the stupid thing is broken. I want my 2 minutes back that I spent playing this.
I'm generally very impressed with this game. It has a clean, professional feel with lots of customization, a good combat system, and lots of replay value. My biggest complaint (and it is rather large since I find this to be exceedingly cumbersome) is regarding items. I find it difficult to navigate through the items and keep track of what's what, especially when items are dropped so often. I'd rather see fewer items with a clearer equipment screen that has bigger icons and a clearer indication of what items can be used on whom and with what benefits. It's unfortunate that you're limited to so little screen real-estate, but that's the nature of flash games. This is an ambitious title, and a fine effort (I'm still giving you 5/5), but I find this one aspect to be intensely frustrating.
I think I've missed something. The game is poorly made, had a terrible UI, a complete lack of stats and proper scaling of upgrades, and any sensible strategy that I can see. It's a huge mess that starts out intensely easy and then gets overly difficult, without having any real appreciable strategy. Perhaps I need to spend more time with it, but I usually love TD games, and this one was a complete bomb for me. 2/5
Creative and fun, but this game has been done 100 times before. An excellent version, but nothing new added. I love the style, just try at least adding some twists to the genre next time. 3/5
Game gets too easy when you start to glide along the bottom. Basically becomes a test of your attention span. I broke 500k points within about 5 minutes of starting the game. Fun idea, but low replay value. Of course, for a holiday game, that's all you need. :) 3/5
Wonderful game. Takes an admittedly overdone concept and does it to near perfection. Brings almost nothing new to the table, but is a wonderful rendition of this sub-genre of games. I love it - thank you. Now let's just hope no one else bothers to make another one. I think we've got enough of them, and I'm happy with this one being the last. ;-) 4/5 (not a 5/5 primarily because the game is simple, unoriginal, and has medium replay value at best...but still freakin' fun!)
A fine concept (nothing new, but would work for a flash game), and a good exercise in putting some 3D into Flash. However, the physics are a mess, the frame rate is choppy, and the controls are completely absurd (please map it to keys of some sort, or allow us to map them). Good initial attempt, but far too unpolished for a final game.
A good concept, but ultimately a bit simple, especially for a game called "mind bender". Also, the controls are a bit sloppy and the level design does some unnecessary repetition of some elements. Nice ideas though, and I'll give credit for originality. 4/5
Some decent graphics, controls, and animation, but hurt by minor glitches. More problematic though, the game feels somehow uncompelling. It gets repetitive quickly, lacks any sort of leveling up (outside of getting new weapons), and has no save feature. A nice start, but needs to fill out some more on some basic game design, specifically in the "keep their attention" category. Procedural maps can be great (see Diablo), but it means there's no compelling level design. Diablo overcame this through leveling up, character customization, and obsessive collection of items. Consider incorporating something like that, or some other reason to keep playing.
I'm surprised by all of the negativity towards this game. It's a simple and fun romp that involved mowing down tons of stupid villagers who've apparently never heard of the concepts of "weaving" or "ducking". It's not a hard challenge (first try), the animation is cool, and it's perfect as a one-day challenge on Halloween. It amazes me how picky everyone is. Just have fun, cut off some heads, and move on. :)
A clever game, but right now too slow and tedious feeling. Additionally, I can't conceive of why you went with "total weight units" instead of using the actual numbers for the balls. I'd much rather see the true weights with much more detail.