After all the game is done, THE VERY BAD THING is that you can't "play" with that pronounced Super Cannon that blashs anything with no trouble and recharges fast enough, just for fun, just to trash field full of enemies, just to feel you finally did it. If you did it it could have been perfect end of the game!!!
When we've played in highschool, there was rule that thow 'cars' couldn't be placed in one time in one point (i.e. that it isn't photons but cars ;)
If will add this rule and teach computer to use it, you could start game with manny computer opponents and it will be great.
I like this game, mostly because we'd played it in school on hystory lessons, on paper lists, certanly.
However, here two bad things:
1) interface is non-usable (i mean how player decides to make turn)
2) the limit of one computer player is not comfortable at all, and i can't imagine i'll play with 5 other persons on my own PC ;)
Hell, it's so screaming to move, because these things occur just so close to you, you even don't able to react somehow!..
You are to do something with this, it feels terrible.
Inferno mode isn't harder that Harmony, just graphics is hard to look at and music is confusing...
Plus there are some bugs about imposing objects, I'd used it widely in a set of levels ;)
I like graphics!
No joke, I REALLY LIKE IT! May be, something like wood constructors in my childhood...
But the control it to hard and unreal. Feels like you rotate Earth,and it's very hard to do it...
Hmm... The bad thing is not conservative system. Two ways why: 1) differential scheme isn't conservative (see http://dspace.lib.cranfield.ac.uk:8080/bitstream/1826/2085/1/Conservative%20numerical%20methods-2007.pdf for example)
2) abnormal friction (speed keeps it's value, no 90degree falls)
A. Collision detection is on 3/5 level
B. Level 7 finished with approaching "end" from right side => automatic fail on level 8.
C. Player should have pauses between levels
too simple: just massive particle and walls, with no intel collisions,
just
x={x1,x2}
dx=v*dt+dv*dt^2/2;
dv=f/m;
what is the interest? one has to know precisly the solvation
Idea is very good, but bugs... Excepting that level 7 bug, the music is also buggy: it plays only one loop, and if you exit to the menu and start level again, it plays second time, i mean two melodies play at ones, with different start point.
Plus squares could move 25% faster.
After a while, about bike stunts. You should know landing is very important in reality. Wrong landing will cause extreme damages and full loose of control. Here it isn't, because of simple physical model of hard bodies on springs.
You may add transparent map in a border which will show future obstacles and territory to able player to choose right trajectory. Simultaniosly you could make 'right landing' criterion much stronger, that means deep loose of control on bad landings. This will be much more adequate.
If we're talking about other sports, the physical model must be just different. For example, aquacycle couldn't accelerate while it's motor isn't in water because of principle of it's work. For example, quadrocycle is more stable but and harder to rotate etc.