Simple concept, new inovation, reasonable implementation (audio of birds chipping bugs me for some reason..) - doesn't really thrill me though. Good filler while doing something else.
Really weak AI hinders enjoyment... eg: If I have 3 creatures, with power 4, 2, and 1 out, and he has one blocker with 1 strength, there is no reason for him to block the 2 creature. etc. Make it multiplayer, or fix AI. Also, there was a bug on the 8th challenge with Enduring Silence not leaving play, and another bug with Temporal Recall not resetting the "untapped" state of a creature (when it was recast next turn). If you make it multiplayer, cards need balance, and if you want 0 casting cost cards to be color-associated then make us have 1 color point in order to cast them. Good concept, needs to be polished more. 3/5
Oh, and you can easily not get points for the enemies when you die by changing your method that updates your score to not do so if the ship isn't visible (or have the logic that explodes the enemies instead just remove them). These tutorials actually cover a lot of the basics required - you just got to apply them :)
Level transitions - Easiest way to do this is have a "level" variable in ship, which increments when the boss dies. Have a second background, display it (and set the first's visibility to false) when the boss dies, reset the ship's _x position. Change the look of the enemies by having the code that creates them check the level variable before creating them, and creating the one(s) appropriate for the level (new classes required, unless the enemy ships can change their own graphic).
Extra lives: Have a counter that stores # of lives in the ship class. Display it on screen like the score. When checking for ship death, change the logic if the #lives > 0. Add a power-up type that is extra life, basically by doing the same thing the power-up class is doing
Weapon upgrades - Add a variable in the ship class called "weapon type". Add a power-up type (or types) which the weapon type variable. When shooting, check what weapon type you have, and have different logic for different weapon types (easiest would be to change the shot cooldown, or add a second shot above/below the normal shot - could also add shots with a rotation and y-component to their speed, probably easiest to do that with a new "AngledShot" class). If you want the weapon upgrades to be cumulative, then have an array of power-ups you have acquired.
Looks to be a small mistake on page 10 - you say set the _visible to false, and then talk about the _visibility property that all objects have - small typo
Nice game. Stratgic, hard, but with multiple ways to win (although I wonder if laser towers are optional... I challange someone to get the hard badge without). Gets a bit long/repetitive, however. Would be nice if you could see stats on guns before you buy them, as well as the stats that you can't upgrade. 4/5
Well, guess I won't be going back to Elevator to try for the second star, since apparently saved games are wiped when the game is finished. Boo! 3/5 - could have done more with the stars, often they were just something on the path
Ok game.. nothing particularly awesome about it, itsn't fun enough for me to want to try to get all the achivements (the wall one looks like it could be finicky, I'd probably do the speed ones if that's all that was needed for badge).. but on the whole it's short, and replayability is limited. It is cute and well done for what it is. Making more levels (provided you could keep them unique/interesting) would probably be welcome. 3/5.
The last level is DUMB. A game should not have an option of how to spread around your points when one way makes the game nigh-impossible to beat - or at least let me re-spec. Those reading the comments - level your artillary support (or maybe your tanks), not your guys - you don't have trenches in last level, so you can't control your units, and your opponent gets "free" tanks at regular intervals - meaning the only control you have on the map is your artillary. Also, you lose if the enemy kills two tanks in succession due to morale, even if you control 90% of the map and have 10 times the units on it... GAH! 2/5, for frusturating balance.
I cannot imagine a situation in which I would want to split. Well, there is *maybe* one - If I could get the "sacrifice ally" ability to work, I would, but since I can't... . Interesting idea, mediocre execution - 3/5
Eh, doesn't do it for me. And there's the issue with most dodging games where you can unknowingly paint yourself into an unrecoverable situation. Too basic - give me a powerup on a long cooldown or something to add some depth. 2/5
Good length - gameplay (which is nicely done) kinda gets repetitive. I would end up disliking the game if I needed to fight another 20 battles for badge/card whatever (and I like that the strategy mode lets you decide how many battles you want to fight). 4/5
Band-Aids are on levels: Chapter 1 levels 3,5,7,9,12,14 Chapter 2 levels 3,4,6,9,11,14 Chapter 3 levels 1,2,7,9,12,15 Expert Chapter levels 1,4,5,6,7,10
Ok game, not as hard as other similar games (jumper 2). Mute button would be nice. I enjoyed it enough to do impossible. 4/5.
(...cont)
I like the lie mechanic and the rock-paper-sissors... I don't fully understand combat - Big blocks seem a bit strong to me (a 5 block paper will crush a 1 block sissors), so having a large (>30) block of lies seems like it's fairly strong - your opponent can't really gain info about how to counter it, and will squander the resources he needs just to gain that info. Perhaps in a paper/sissors battle, sissors should always do a damage first, no matter the size?
Reasonable game, but I'll definately turn to Kongai over this when I want some 1v1 strategy. You seem to spend around as much time pre-game as in the game. 3/5
I think it's a cool concept - combine an rts with some nice social flavor. I'm not sure if it's because it's a beta and there were . If I could change one thing about the game, it would be to add a counter - let a player add a new element to the field at most once every (tweak this number) 2 seconds. Less penalty for video lag, and add a level of depth to play - you now have another resource to manage, your personal clock. (cont..)