It's obvious you spend a lot of time for the reload animation. Is this the reason we have to reload every time you change a weapon? Furthermore, it runs like you are stuck in tar, and no way to control gfx quality and performance. 1/5
Your is already huge for a bullet-hell, but the hitbox is even larger, making rather impossible to dodge bullets. If you waste some of your plenty hit points early in the too long levels to fetch some upgrades, the rest of it and the bosses are pie. Rather dull game, sound concept consist of two (!) different sounds. 2/5 for the gfx
So, I've experimented with several other collision detection methods (alpha-to-alpha layer, hiddenHitField-to-point, and alpha-to-point) and so far they all either slow the game down too much or make the game glitchy when it comes to smaller objects like your wings or small asteroids.
Pretty challenging, but finished in the second try. Sadly, no replay value. The only level felt already like a later level, if there where more. Just a some simpler levels, to introduce towers and enemies, esp. for the easily confused and not so smart among us. 4/5
@rahser99: exactly, I'm a southpaw, always annoyed by having to use ASWD with right the hand, crossing my right arm over half of the keyboard. By the way, noobism has nothing to to with level of experience, it's a state of mind, e.g. if someone claims something is foe "gamers" only. cheers
First: Arrow-keys are a must in 2012. Second: the accuracy based missing is annoying. Either my aim is off target or it should be a hit. Other games games use a form of spread for the bullets for accuracy, which is much less frustrating for the player. 2/5
Hudson: Is this gonna be a standup fight, sir, or another bughunt?
Gorman: All we know is that there's still no contact with the colony, and that a xenomorph may be involved.
Frost: Excuse me sir, a-a what?
Gorman: A xenomorph.
Hicks: It's a bughunt.
Already much better then most new games here on Kong. GFX and sound is a bit sub-par, but if you integrate lots of nice game elements and upgrades in your new games, everbody will like them: 4/5 while it is unfinished. keep it up!
Always counter-attack spoils the game. The same problem as in "The Battle for Wesnoth": you can't outnumber enemies esp. strong ones. Example 1 against 6, first round 1 attack - 1 counter, then 6 sequential attack leads up to 6(!) counter attacks for one unit. think about it.
Love the game, but a lot of things could be much better. Generally maps are too small to make sensefull tactical movements. then there is hardly enough space to set up your units and your pretty well outnumbered in all levels, mostly faster enemies then you. so it is stand an fight 90% of the time, with little room for effective decisions. i would like to see larger maps, and an option to give orders to your units, to keep in defensive formation. melee units are in mindless attack-mode, storming undisciplined into the enemy. 3/5
Thank you for the reply. All of your comments are fair. But please do not forget that we are on flash platform whit big amount of restrictions, when you compare this game with other PC games of this genre. We want to introduce massive wargames to the flash, and we did our best to bring you fun. If the people like wargame then we will work more in this genre and bring you the best games.
desperately needs more dynamic in gameplay. just waiting for rainbow boxes gets tedious very quickly. furthermore, there are some design flaws: after opening the rainbox box, the change of control results in annoying bouncing from one screen edge o the other. and why do we have do die to collect objectives, forcing to start over again and again? add some persistent upgrades, and make us fell progressing while playing. 2/5
So, I've experimented with several other collision detection methods (alpha-to-alpha layer, hiddenHitField-to-point, and alpha-to-point) and so far they all either slow the game down too much or make the game glitchy when it comes to smaller objects like your wings or small asteroids.