Good game. I wish there were a bit more weapon variety, and that the shotgun worked more like a shotgun (i.e., actual bullet spread instead of a single powerful shot to one enemy). It's also a bit weird that aiming in front of enemies doesn't result in hitting them. Do the bullets suddenly stop in the air or something?
TIPS:
-As stated, make sure you aim on top of or behind enemies: in front will not hit them.
-If you have a lot of enemies on top of you, spray back and forth at them until you can back away: they should get interrupted from attacking by the shots.
-You seem to have to die to get the badge.
Cool, fun game. I do wish there were more in the way of instructions, however. The way the webs work (i.e. what determines whether they hold or get broken) seems rather complicated and unintuitive, so a few hints within the game on that would be useful. It would also be nice to be able to read the descriptions of "enemies" outside of gameplay: having them pop up is annoying, but if I turn them off and get farther than I have before, I have no idea what's going on.
It's okay. It could use more and more interesting moves, and perhaps some more interesting enemies to kill.
Also, pointless nitpicking about the badge names, Achilles was a Greek hero who killed Trojans, not a Trojan Hero. Yeah, I know, telling facts to the internet is pointless >.>
Pretty okay. I think it might be better if lives were replaced with health; still the same amount of hits before you die but you wouldn't have to reorient yourself every time. It also seems like the boss fights essentially boil down to just finding the single safe spot and staying there. If you don't find the safe spot, you're screwed, and if you do it's boring until near the end of the boss fight when the safe spot stops being safe... At which point you're screwed. It would be nice if boss fights were more about skill than trying over and over until you figure out the one safe spot. Especially as the first boss's safe spot is under the boss, but then on the second boss, collision=death.
Good game. Could use a few additions:
1. Pause
2. A way to have the arrows auto-fire: my fingers got pretty tired after awhile.
3. The difficulty curve could use a little work. At the beginning it took a little bit of effort to win, then after a few upgrades things turned really easy until The End, which was fairly challenging.
4.Might want to change the way score is calculated. Winning quickly would normally be considered a good thing, yet it results in a horrible score as you're never deadlocked in the middle killing loads of enemies.
Overall, though, nicely polished, nice graphics, and fun. Not incredibly original, but no Defense game is.
I completely agree with gewalt... Either limiting the cirplosions and making you carefully plan how to use them OR limiting the time so you have to work fast would be fine. With the harder levels, though, it's just irritating to have both to worry about.
Around 2000, it seems like it's basically just a huge amount of the gray dogs you can't eat, and maybe 3 at a time of the ones you can. While challenging, that also means scoring points becomes an exercise in tedium, waiting for a brown dog to actually end up somewhere you can get to, then waiting again... Add more dog sizes, or if there already are and they show up later, make them start showing up earlier. Half the challenge/fun of this type of game is having to quickly decide whether or not you can eat something. If there's only two sizes, it turns into endless, tedious maneuvering. Add in the less-than-stellar collision detection, and it gets annoying fast. Concept with good potential (as clearly shown by Fishy), but it needs work.
I basically agree with squidsquid: at least half the times I've died its been due to something glitchy in the game: I put the cursor behind the character and he doesn't turn around, thereby swinging in the wrong direction, a biter somehow manages to go through the sword, etc. Pretty cool game, but it could be a bit more polished. It could also use a bit more variety in the combat: doing the same normal swing a few hundred times gets dull. I assume the rewards help with that once you get enough of them, but on that topic it would be nice if you could find out what rewards are before using keys to unlock them, or perhaps get a refund on your key a certain amount of times so you can at least have a few chances to find something you actually want.
Actually followed the instructions, but started in Australia, and they worked. Stopped following them after infecting everything as I already got the badge before and wanted to mess around, but I doubt starting in Australia has any real affect on the "killing everyone" stage of getting the badge.
Very intricate and complex defense game. My only real problem is that I think a lot of the strategies needed to do well are unreasonably counter-intuitive: in a lot of stages you have to *not* upgrade and *not* put new units in order to win, as this allows existing units to level. Investing more money towards victory shouldn't be a long-term disadvantage. The same basic issue also means it's usually best to put your first units very near the exit of the stage, making an already time consuming game pretty tedious. Overall, though, obviously has a ridiculous amount of work in it, and very polished.
Pretty good game. Could use a bit more depth and complexity, I think, and I personally find that the hardest part is the first couple stages, with the last one being ridiculously easy, so re-balancing might be a good idea.
Excellent game. I wish there were a list of achievements, or at least the ones you've gotten already, and occasionally the jumping doesn't work quite right (going up a hill and jumping makes you jump in the opposite direction), but other than that it's great. 5 stars.
Nice concept, but as others note, too much reliance on luck. If you make a number 3, maybe make it so certain infection methods bypass certain things. It would also be more realistic if multiple strains of the disease existed simultaneously; if an evolution occurs in one place, it takes awhile to spread elsewhere. To balance things back out, evolution points should accumulate much faster as the infected population rises, since more disease=more chances to evolve.
It seems like you need decent symmetry for the bridge to hold up, but the arrangements of a lot of the anchors make it incredibly difficult to actually make true triangles connecting them, especially combined with the severe limit on beam length. Maybe change it so you can make beams as long as you want, but they hold up less well beyond a certain point and the cost is by square instead of per beam?
Good concept, but the controls/AI are pretty bad. Could be worse, but for example the fact that targeting a mine which then moves towards your ship makes your ship crash into the mine instead of stopping when in range to shoot is ridiculous. Similarly, if you get close to a mine and it moves sideways one inch, the ship just keeps shooting and missing. Fix this, expand things a bit, and you'll have a great game.