Quick usability comment: you need to have a little A or something on the aced levels on the level select screen so that you don't have to click on each level to see if it is aced.
I appreciate the attempt to add new kids of loops and figures, and it looks cooler, but I really enjoyed the original better. Having only a few types of pieces made it fun to work out patterns and solve things. This one I feel is a lot more trial-and-error rather than planning. Still cool, and I'd probably love it if I hadn't played Loops of Zen first. ;) 4/5.
Sometimes I wonder if we should have a programming/testing area of the site. This isn't a game, and doesn't belong on Kongregate. However, it's always great to get source released so people can look at it and play with it. Perhaps post it in the Programming forum?
Wow - most games seem to just rip off one game. This one rips off one game while taking material (albeit with permission) from another. Whiteboard TD units with replaced images. A shameful theft - at least add something new to a game if you're going to borrow so heavily from it. If you're going to spend that much time putting together a game, put some originality into it. This is a 1/5, primarily for its creativity-stifling message.
It's been a unfortunate trend recently that there have been some games with excellent artistic style and solid programming, but ill-advised gameplay mechanics and level design that ultimately make it repetitive, uncompelling, and boring. Eternal Red, Rage 3, and now Red-Code all suffer from this. The game looks beautiful, is wonderfully animated with great designs, but is slow, repetitive, and boring. 3/5 unfortunately, but very pretty to look at. Better than a lava lamp.
Good animation and a nice, solid visceral feel to the game. Unfortunately, that whole experience is marred by terrible level design that requires you to backtrack, quit out to the menu, keep leveling up, and get go back and do it all over again. Repetition and backtracking are not good ways of artificially lengthening a game, despite what MMORPGers will tell you. Additionally, the combat, while fairly entertaining, is ridiculously shallow. I never needed a gun or rage powers, and only used the melee attack button over and over. Plus, as far as I can tell, there's no difference among the melee weapons. A nice idea, and one that I'd be tempted to say "maybe a sequel would show improvement", but considering this is Rage 3 already, my advice is to just go to a new game or get a level designer. As it stands, you've got some great animation skills, but it doesn't translate into a great game unfortunately. 3/5.
From a technical and artistic standpoint, this game is fantastic. It has wonderful animation, a great style, satisfying explosions and splatters, a clever UI, and good music/sounds. Unfortunately, on the gameplay side, it falls flat. It starts out incredibly slow, and gets boring very quickly on casual mode. I haven't tried hardcore, though I imagine it'll be better. More importantly is the opaqueness to the player. How much damage am I doing with each weapon? How big is an upgrade? How many HP does an enemy have, and how many are left? Why leave us blind? It really hurts the game. 3/5, but could be a 5/5 with some gameplay tweaks.
Nicely done! It's not really a traditional "game" per se, but who the hell cares? Best comedy game since YHTBTR, and frankly this one was much much funnier. Thanks for sharing, look forward to more of your work. :) 5/5
You've got potential here, but there are a couple of things dragging you down. Specifically, the game is too easy (come on, give some difficulty options or something), and it severely lacks polish and presentation (grammar errors, lack of confirmation screens, very few stats given, etc.). Clean it up, adjust difficulty, and give it more replay value (only 8 levels?) and you have a pretty decent...what is this genre...Napoleon-warfare game. As it is, 3/5.
On top of that, there seemed to be some balance issues. The levels themselves were rarely hard, though the bosses were bullet-hell excellence. The wingmen seemed all but useless, even at Level 5. Some levels dropped lots of weapon power ups, while others rarely at all. The bonus meter was fun, though really just served as a bomb to clear out bosses. Plus, in the normal levels, enemies rarely seemed to actually fire at your ship, meaning you could hang in the middle of the screen safely much of the time. Still, relatively minor gripes for a great old-school-shmup. Thanks!!
Great game. I'll give it a solid 4/5, and not a 5/5 because it lacks some replay value. So, that said, I'm gonna be kinda harsh, because I like the game. :) First off, I want more transparency. How much more damage will the bonus cards do? How much damage do missiles do (damned near 0 as far as I can tell)? How much money is a coin worth? These types of questions plagued me.
A couple other quickies. It would have been cool for Dems and Repubs to have different towers (not just different names/images). Also, where's splash damage? And why can all towers attack air? More specialization of towers can allow more strategy.
There are some minor quibbles: why are some towers the same - Bill and Hilary are identical from what I can tell, and why don't you give us fire-rate information so we can decide which towers are most efficient? I also suspect that you have some balance issues, though I haven't played enough to find out yet (I plan to continue playing, this is just a first-impression). There is one very large problem that is killing your game: tower targeting. It seems that a tower targets the first thing it sees, which is a big problem. Instead, it should tower the farthest-ahead target (or allow us to select front/back/weakest/strongest). As it is, towers can't be depended on to make consistent choices, which really hurts the whole experience. It's a nice and clever start, but needs some work. Still, a solid 4/5 in my book.
Please ignore the haters - if they don't like TDs, I have no idea why they're playing this game. I on the other hand love TDs, and this one intrigued me greatly. You have a lot of things going for you (excellent animation/graphics, good humor, a fine (if standard) upgrade system, etc. However, there are a couple of things that keep this from being a 5-star game.
Really wish you'd add basic customization like ability to mute and adjustable controls (I want to play with one hand, with the up-arrow jumping, but you force me to use two hands).
What it has in simple gameplay and slick presentation it lacks in depth and replay value. The game gets pretty easy too quickly (I placed 3rd in my first cup, 1st in my second) and lacks any real reason to keep playing. It doesn't track any long-term stats or win-information, and only including 30 players in the leader board was a terrible idea - it makes the country leader-board pointless and makes it impossible for most of the world to even bother trying for those top few spots. Having 1000 (or even 10,000) people in the leader board would actually add a lot to this game, as would giving more options, tournaments, difficulty levels, rewards, etc. As it stands, I have to give it a 3/5.