I assume R would reset a level. Instead, it seems to muck up the level completely. Especially if I am holding R while trying to move. Also, I missed some of the instructions because the last move to finish the previous level was more than one square of movement, so I was just holding down the key. After a board is done, wait until there are no keys pressed before accepting a key to clear the instructions on the next board.
A small bug: I opened the turret box to replace a lost turret when another turret killed the last baddie on the screen. Now it's stuck and doesn't know the level is done.
Not bad, but I kept expecting it to get more challenging. Somewhere around 10 or 11 there were some new tricks, and I thought it was coming. Then, 12-20 were just more of the same, and the last couple were just easy.
Ok. The delay has become too annoying, and I'm quitting. The game is good, except for when I find myself stuck a little on a level and have died three or four times. Then I push a jump a little too far, jumping an instant too late, or something just stupid, and waiting the 5 seconds for the screen to come back is infuriating. I can't believe your code really needs that time, so I can only imagine that you did that on purpose. Please turn it off!
1. Too easy: I got gold on more than half the missions on my first play through. 2. Be more clear on what scores points: Is it loot? Time? Killing everything (which means you should delay accomplishing the objective until everything else is dead, which is counter-intuitive)? What? I went back to a mission on which I had only gotten silver, and I can't seem to score as high as my first time through, when I was still getting used to the controls. I've tried doing it quickly, I've tried killing every last thing, I've tried going first for the loot, and still my first time through is the highest score I've gotten. What's the secret of scoring?
I like it quite a bit, except that I am now stuck on a level and can't think of anything else to try. (Bullets coming towards me from the right. I can jump over them to a ladder up, where there is a box. Level numbers would be good for just this sort of thing.)
Not bad. It needs more thinking problems and less wandering around. A map overlay would fix the latter issue. For the former: A button you have to hit with the harpoon; lever that you get past by putting weight on the short end. A mine that you drop into an area to clear it by manipulating the wire it is attached to (then you shoot the wire to release it); gears that you turn by repeated harpoon hits, which turns gears to open a door. etc.
I like the game a lot, but the progression of money is too slow. The costs increase geometrically, but the payouts only increase linearly. Wave 25, say, takes easily twice as long as wave 14, and is easily twice as hard, but it only about half again as much money. Farming the low level waves for money is not fun after the second or third time through. Going all the way from level 1 to the highest level I can manage with my current weapon should be enough money to buy the next weapon, but it isn't even half.
I love this sort of game! Thanks! Specifically, ones where once you've figured out WHAT you want to do, it isn't a huge challenge to do it. There were several good puzzles and a little necessary timing, but they didn't require teenage twitchiness.
The painfully slow counting of my experience points after a level is painful and slow. ... and painful. Seriously, I'm sure you turned it off for yourself while testing, eh? Why make us sit through it?
Yea, the R is completely not what it should be right now, heh...that'll get fixed pretty soon. Same with the instructions. Thanks!