I'm delighted it's working for you bjammin, and I'm sorry that it annoys you that people want the save system to actually work properly for everyone. Your solution is not going to work for most of the people complaining about it.
For reasons I can't figure out, it won't save data for me on Firefox. When I use Chrome, it works fine. I've played with settings a good deal trying to get it to work with Firefox, but no deal. Weird.
I'm pretty sure the use of the word "accidentally" is a joke. (As in, we were intending to translate it into another language, and somehow managed to translate into Turkish instead.)
I'm torn. This is well made and all, and the central joke is magnificently applied. The fact that, on my first run, the ending scenes far outlasted my actual attempt is deeply amusing. Refreshing my Flash cache every time I want to try it again gets tiresome, but like Free Will, it's a delicious subversion of the genre so I suppose it's worth it.
If you're going to put a rhythm element into a non-rhythm game, try to make sure it's at least mildly playable. I cannot seem to do anything with it, and I have no idea what I'm doing wrong because there's no feedback on your mistakes, as there would be on a proper game.
The actual "game" part of this game isn't very good, but that's kind of the point in the end. Fun idea (if, as admitted, heavily influenced by Achievement Unlocked) that is well executed, and both of the endings are worth the trivial time investment. Well done.
Very difficult -- can't seem to get past level 8 or so. Strikes are quite troublesome to get even when you know precisely where the city is, but you'll get it eventually through luck as long as you are clicking in the right place.
I'm pretty sure I've done impossible badges that are easier than this hard badge, but that's probably just skill set difference.
Fun game, nice scaling throughout for the most part. The shotgun was fairly annoying to use, however -- unlike the pistol, by the time you get a shotgun there are enough enemies on screen to make point and click tiresome. Automatic rifles were a welcome relief. The final boss was far too easy -- died before it even got all the way on the screen. It might be a good idea to have a bunch of minions for it so you have something else to destroy while it's advancing? Well, good other than that.
This is a pretty fun game. Actually, it'd be great, except for some major flaws. No save game? Really? I mean, I know it's relatively short, but you can't expect everyone to be able to play through in one sitting. Some weird glitches, mostly graphical. I did encounter an odd bug that had the creeps spawning constantly, even before the level started (though they wouldn't move until the level started). While I had a hard time at the very beginning, ninjas and especially dragons made the game very easy for me. The slot machine is a neat idea, but functionally pointless -- it only rarely pays out, and even then it doesn't pay out much. Digging should have a more functional purpose than the slight chance of extra gold, or mana potions. I had zero use for the melee units, as there are no maps that really play to their strengths (all maps have a path at least three squares wide at all times).
It's a fun game. A good concept, and fun execution -- the disco ball is a nice touch. But in its current form, it is in fact impossible to beat; I have played through three times, each only to fall through the world at the boss. Fix the bug and it'll be a good game...
Very nice, can't wait for the next chapter. I do wonder why this is a flash game, rather than an RPG Maker game (or the like), but it's remarkably good at what it does despite the limitations of flash.