Suggestion: make the character move MUCH faster. With the current pace, getting from one place to another could be really tedious. If you want to keep the walking speed as a stat, you could make a separate "walking" and "combat" speed, the latter active only if there is an opponent on the screen.
This could be a good game, if not for the abysmal controls. If I select two ships, and specify an endpoint, why can't they just turn that direction and go straight, keeping the distance from one another? But even one ship, if I give it a target behind it, will just start with full speed ahead -- WTF? Also, I am always surprised by how far the ships can fire on each other. It would help tremendously if there was a way to have a circle centered on the ships, showing the range (and perhaps the type) of their weapons.
BUG ALERT! I found artifact part 4 first. And now whenever I find another one (0, 3), the game tells me I already have that, and I don't get the corresponding achievement. Fix please.
Interesting idea, but the implementation leaves a lot to be desired. As others have said before, the bricks are too strong, the small bricks are a PITA, and don't even get me started on the "music". However, those are relatively easy to fix. The bigger problem is that you couldn't really mix the two gaming styles. Putting a wizard there is not enough. For example, you have a Health property, which has absolutely no use whatsoever. I guess the problem could be the lack of inspiration, which is no wonder if you started out from Breakout; I suggest you check out Krakout: either download a Commondore 64 emulator and the game, or check it out on Youtube. You'll definitely have some ideas of how to incorporate RPG elements into the game better.
Nice little game. What I didn't like though is the pixel-hunting part: namely, the chair and the other side of the treasure chest (opposite to the chameleon). Get ride of those and it'll be a solid 5/5.
One comment though: the map should be more detailed. It should show which parts of a room have been visited by the player, maybe by a different shade of the room's color. Alternatively, the not-yet-acquired power-ups that the player saw e.g. behind a door, could be marked.
I liked the game, it has been a long time since we saw sth like this in Kongregate. Also, it felt a bit Aquarie-esque, not just the setting, but the story a bit too. But that's a good thing. :)
Well, this game seems to me a blantant ripoff of Into Space 2, almost all the items that you can meet while flying are the same (even the boost gates), same kind of upgrades. The production value seems to be a tad higher, but aside from that, it falls short of its "inspiration": no missions, no space travel, no decisions to make about the equipment, etc. On the other hand, space cheese.
This would be such a nice game, if I didn't have to wait for an hour to be able to go on a new mission. I understand that the developer wants to see some money off his work, but $1 for two missions is just a blantant rip-off. Please reconsider the mission conditions.
I understand now that you like micromanagement pretty much (I had a look at Kingdoms too). However, it would be great if there were more high-level, strategic options for players like me, who hate them. Such as planet profiles (mining, population, research, starship factory, defense, etc. -- like in Carrier Command), which would determine what the planet will build if you have the resources (OK, so maybe planet priorities as well). Fleet profiles (%s), to which the planets with factories adhere to. And as someone else suggested, instead of controlling the frigates yourselves, you could just assign them to planetary routes, or just have one number that tells the program how many frigates you want, and let them do their work on their own. After all, galactic overlords don't usually have to tell every last citizen what to do.
Stage two is like: once you get the weapon, you will always win the battle IF YOU ATTACK. Rest assured, that's a once-only effect: you won't have the same advantage on the rest of the levels.
The interface is a bit clunky. 1. I could not check what ships are in a fleet. By clicking on them, I get a text 'Click here to see ships in a fleet', and if I click there, a small table appears next to the fleet. Unfortunately my eyes are not good enough to distinguish 2 pixel tall numbers. Why can't it appear in the table in the lower right corner? 2. I couldn't find the "U turn" button that would turn back a fleet. 3. Why did you (the developer) felt the need to have a "Launch all" button? Is there any advantage of having two-phase employment (production/orbit), as opposed to just one (orbit)?
you can zoom in to that tiny text with mouse wheel. keeping ships docked can protect them from larger fleets orbiting your planet. i think once you get the hang of it, it will make better sense.
OK, this game is so avant-garde I cannot even start it. Have been looking at the painting for a while now; I have clicked every pixel on it, and still nothing. Someone pls help? :)
I loved the graphics and the scenery, but the game itself is very frustrating -- and this coming from someone who has loved VVVVVV -- and nothing really happens, that would reward the player for it. :(
A little research wouldn't have hurt. In Hungarian, that surname is written as Kovács; Nina is not a Hungarian name, and Emil is extremely rare. Also, maybe I missed something, but whatever happened to Emil?
you can zoom in to that tiny text with mouse wheel. keeping ships docked can protect them from larger fleets orbiting your planet. i think once you get the hang of it, it will make better sense.