This game was almost a lot of fun. But, as may people have commented now, the balance was atrocious. If it was fixed (adjusting so its not always 1vs1, damage reconfiguring, etc) it would be an awesome game.
interesting concept. Adding a 'charge' button or levels/bonuses/waves/powerups or something in that vein, as others have said, would make this game much more interesting.
Pretty good game! Gets kinda longwinded after a while though, especially if you die and have to re-do a level. Repeatedly. TowerDefence games are my favorite type and I love the game, but I really feel like it just bogs down after a while.
Also, the framerate drops after a while such that i HAVE to run at 2x or 3x just to keep it moving, but i suspect that may be about me and not the game.
I'm equally amused and disturbed by this game.... additionally, it would be more "interesting" if the person tried to resist while still alive. Although I can only imagine that would be infinitely harder to design.
The delay between clicking and the time it hits Jobs is FAR too high; to the point of making the game almost impossible. Reduce the delay between shot fired/hits target and you'd have an ~okay~ game. As it stands, this one's a bit of a stinker.
Never got to play the first mission due to a scripting error in flash player 10. Additionally, a lot of spelling errors. I'm guessing english wasnt the first language, but the spell check button would do just about anyone a world of good.
pretty cool game. it just feels like it needs another element to it somehow. Not in the way of spells, but as far as gameplay. Perhaps adding a different type of stage somehow. I dont have any specific suggestion, it just feels like it needs.... more.
Starts fast, I agree. Additionally, the mouseclick only works if you're actually ON the block in question as opposed to anywhere in the 'square' space it takes up. A small difference, but a significant one, since it means you can 'miss' when you click.
Actually, upon more careful examination of the weight physics, it's not so much too "heavy" as too slow to respond. While it's hard to pull the block out of a free-fall, it's equally difficult to stop it from hitting the ceiling if it goes to fast upwards. Consider increasing the keyboard sensitiviy.
Also, consider adding WASD key support for leftys.
It's not bad. Obviously it's visually not particularly impressive, but consider putting even just blanket colors along the background. Segregate empty space/walls with colors. Also, the weight physics for the block are very heavy; it drops like a stone as soon as you let go of the mouse. Consider "lightening" the load, or reducing the "gravity," as such.
In addition to probably violating some sort of content restrictions (which i'm sure are dumb, but you agreed to them so you cant complain about it), this is one of the most unamusing things i've seen in a long time. It's just stupid. It's not even stupid funny, it's just plain worthless.
It's nothing innovative or incredible, but I'm guessing you're sort of "learning the ropes" with flash. Given that, it's not *bad,* either. Everything works properly, the collision detection seems good, scoring system functions (although increasing the size of the in-game display would be nice.) Amusingly, I like the blue color you chose. Better than anything I could write, anyhow.