I like the music. The lightning versus fist upgrades are a bit confusing. Enemy shots hit way too easily, the only way to dodge is to get half a screen away from them it seems.
* Unfortunatly, adding non-photorealistic elements to a photo and making it look good is really hard. I found the stark differences in level of detail and noise in many of the interactive elements to be really hard on the immersion factor, which is what a game about being stuck in a broken house should probably be all about.
* The navagation system, as mentioned, was also a little clunky. Many of the upward arrows would have worked better as objects that you can click on to get a closer view. And if you look at a detail and then go back, you should end up in the same place you started unless you're deliberatly trying to use that effect; the couple places that shows up in this game appear to be unintentional.
Hmm... I'm not sure what I think. The ending was frustratingly ambiguous, I don't even know what I did let alone what that was or what happened or why.
I noticed achivement-like popups but no in-game achievements page on which to look them up.
Level 16, I think it was, has some flame-shootin' heads that don't appear to actually shoot flame.
KaneShadow, if you're using Firefox, you can go to about:config and search for wheel. Change mousewheel.withnokey.numlines to 0 and ....sysnumlines to false. I also changed withshiftkey... to work like the regular one and did this in a separate firefox profile that I stripped superfulous addons and such out of for gaming. (Look up -no-remote for how to run both profiles at once).
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If another browser also has this issue, I don't know anything ^_^. Also, interesting game, not sure if I'd play it a lot but it's worth one go through at least.
I love the narration. The level design is very o_o, but mostly pleasant. I almost got stuck until I realized I could "swim up" in the reverse low gravity area. I only found two screens to be arduous: (1) the hot wire puzzle was just too touchy and killed me near the end too many times, it could really use 10-20% thinner wires IMO. (Also, I didn't realize I could move diagonally properly until a good few times through it. (2) The 'danger in the skies' bit with the bomb pattern; which was mainly annoying because of how slow you go, retrying more than twice is a real drag up there.
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Side note: I thought the spikes were some kind of colored pencil for a moment when I first saw them :D.
Wow. Usually I find multi-view or multi-character puzzle platformers to be fiddly and annoying. It's the part where some characters will keep moving when others are blocked; sometimes that's a feature of the game you have to use to solve things, but I find it irritating most of the time. This thing you've got here, where everything blocks all copies of you, I find frickin' awesome for some reason. ---- Also, I adore the rewind feature, even though all I've used it for so far is to cancel out falling off the lift on the overworld -- hey, avoiding the busywork of redoing overworld navigation lost to gravity is a plus :) ---- Also, the music is perfect for the game. ---- Can I have my BR tags now, Kong? :)
Hm. Somewhat more frustrating than the later games but short enough it hardly matters. Mainly, three shots per kill for the little red guys feels like busywork before the lazer upgrade, and the save points are somewhat far apart. And I kept killing myself by hitting dash instead of fire :D. Makes me appreciate the multi-hit death system in the later games ... ^_^
DrMartian > Apparently this one was programmed differently ^_^.
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I haven't even started this one yet, but first thing I clicked was "Huh?", and "Not a Boxing Glove" made me smile.
It's pretty dang laggy on a decent (now midrange?) desktop, too; I'll have to come back and see if it runs better under different browser conditions later.
Hm, will have to give it another look later. I did notice part of the recoil oddness: if you fire while in the air the recoil pulls you forward. At least with single shots, holding down the key didn't seem to do much.
The clunkyness of the jumping, on closer inspection, seems to be caused by a eighth~quarter second after-landing delay. Walking freezes here too, not just jumping. Any time the character is actually moving, you can jump instantly, but if you try to bounce, the second jump will be delayed or even cancelled by this delay. Falling off of even very small objects can cause it too, which is disconcerting if you're not paying close attention to the ground plane. ... It probably feels worse in the later levels because they're laggier (the "hell" area in particular, maybe it's the alpha blended fire effects?)
I found the level design to strike a nice balance between difficulty and annoyance. I didn't have to replay the levels 6000 times after I understood how to do it, for the most part. The last level did feel rather frustarting, for these reasons: (1) The upper floor is luck based. There's about a 20% chance that one of the fire rain bits will fall in your path mid-jump or when you otherwise can't dodge it. Not hideous, especially at the very beginning, but can get pretty frustrating. (2) The fire-waterdrop-spikes bit /feels/ somewhat luck based, at least when you're worried about running out of boxes to jump on in the bottom. (3) Since it takes something like 4.8 seconds to run your five second fuse over to the target, the clunky jumping causing you to hit a box you need to get on with your waist is a /very/ frustrating death.
Nifty. It feels like a combination of Bubble Pop or Bust-a-Move (is there a generic name for that?) and Destructo Match (from Neopets ... generic = Same Game maybe?). Seems mostly polished. Throw in a high score var in the kongregate api and maybe add a couple difficulty levels and it'll be cake.
Not really sure how I feel about these games, but I got through this one before I could blink. My main suggestion would be acceleration-based air control; the instant velocity flip is harder to control and makes a few things, such as the "land here" level with the two cannonballs, more annoying than they should be.
Yeah, the problem with the bullets (being the main oddity I noticed) is that the bullets speed is used raw and not added to the vehicles current speed. This also causes the bullets to travel backwards faster than they should. I haven't seen them damage me yet, but I have seen a queue of them build up in front of me in the flat areas.
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That aside, the music and ambiance are lovely. Not the kind of game I'd play a lot, but I'll need to keep it in mind for if I want something to zone out on. Only other issue is the shape of the terrain being hard to see (and for some minor but apparently important bumps, nearly impossible); I haven't figured out if there's a way to use the tilt controls to get over them better but I haven't played too long either.
You might want to consider re-balancing the sound effects; the photon guns, missiles, and mortars are fine but the shotgun thingies are rather loud and get overpowering if you get them firing in unison. The sixth tower, which probably could use a better name, fires so fast that its sound drowns out most other things. (I don't think I noticed when the boss-killy tower went off so I don't know about that one.)
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I liked the game, but it was over so soon! And only one difficulty setting. I hope you go on to make an extended version with a progression of levels, whether that's "world map and story" style or just list based;. Some sort of upgrade / skill point / item / whatever elements could go a long way too. Also, your map setup lends itself particularly well, for a tower defense, to randomization; there are a bazillion cavern map generators out there (especially in roguelike-land) that would probably work well if you'd need inspiration.