now my best is 5345, the trick is to click when the ball has gone higher than the monkeys head, and is on the way down, about head level. reset if the ball bounces within the first 1000 meters.
screen buffer additions make it hard to play, and reduce performance, which is needed when trying to move the mouse fast.
as a twitch gamer, i hate seeing my mouse on one side of the game, and my (in this case) paddle lagging behind.
make the screen effects optional, or find another way to make motion blur, and i'll change my rating/tune.
nice game, im the same dude that made the deeper harmonizing voice sigh comment on reddit. it would give me a nice bit of satisfaction to know you made a sound effect for that single moment.
after level 6, i had the same strat every time. 4 missile turrets as low as possible, and one chump at a time to catch bullets below them, so they wouldn't come under fire much. wait till bigger enemy units arrive, throw little 10G units at the zepplins and let the turrets take em out. save gold till i could buy 2,3, or 4 zepplins, then build them all at the same time. when they get close to the enemy base, throw a few cruisers to take care of enemy turrets, and then FILL the sky with the 10G copters to bait the enemy. they target the closest enemy, then get whomped by the zepplins.
tech tree ran out at level 8. same as the others, and no micromanagement of ships. i would like to keep a few ships defending my base, but instead i need to time the burning of troops.
--time to up the ante on these games, instead of churning out new art and fiddling with the numbers.
for such a simple game, there is a LOT of mouse lag, no matter what quality settings you are on. instead of just changing the resolution on quality change, how about some REAL changes, like number of points per vector image. this game would be 95% faster if each layer was flattened into a bitmap instead of being kept as vector art.
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maybe the lag is supposed to keep it difficult?
only ideas i have are to change the scene or add something to it every once in a while, and to turn off dice collision slightly before the dice disappears -- 25% transparency maybe? i keep running into dice that i didn't think were there.
oh, and if you want to make the type of racing game i like, you'll add over/understeer, and a reason to use the brake button(sorely underused in racing games, and seriously used in real life racing), and AI racers who are not all the same(and not just one is faster, and the other is slower. each can have a personality)
the key is the various weapons are on different reload timers. throw a dynamite or multishot, switch back to the pebble for a shot or two, then throw the bigger shot again.
isoluta, i am offended with your "The point is to drive around an have fun, not comment.ev" comment. your "game" isnt a game yet, or even a toy, its 20 lines of code at most. i promise that the comments are here to help you, even the ones that say "this sucks". learn from it. you're just starting, so take it easy. if you need help, i've made racing games in the past, and can help if you'd like. i'd like nothing more than to see a cool game come out of this, but it needs more work, or it will disappear into the 1/5 ratings oblivion.
please dont submit to the "this game needs an objective" thing! something that would be interesting is "clicks per minute" or combo points or something.
some bizarre way to get really fast points so people wouldnt figure it out so fast.
1, cars do not turn on a dime(make it so you can only turn while moving) 2, time to make collisions. 3, framerate isnt smooth enough. 4, cars accelerate to a max speed, they dont start right away(you'll need some extra variables for velocity, and an idle function that happens every frame) then they coast to a stop(look up damping or frictional forces).
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this is the first step, you'll get there, until then, wait till you have got a little more to submit to kongregate.