Too many unclued steps: Rearranging the numbers for the second combination; Using the die (not 'dice' -- dice is plural) to break the buzzer; a couple others. Otherwise, I liked the clean art and the general concept.
Good start! It's too easy, though. Once you have triple shot, nothing is even a challenge. Tougher enemies, bosses, more variety, bombs, etc. But keep at it!
A little too easy because the enemies will pause at the edge of the screen and not shoot, so I could just hang at range and kill them easily. They should be shooting at least whenever I can see them, and a little bit outside that. I liked the kamikazee guys, but there were only a couple waves where we had them AND regular opponents, which is the only time they were challenging. Basically, you need more types of opponents with different personalities: Some that move quickly and don't pursue directly but spiral in. Others that are very tough with good shields but know to retreat if their shields get low (and then they regenerate), so you have to pursue them if you ever want to kill them. Some that fire fast (but weaker) bullets. Maybe a boss with some guided missiles. Also, opponents should have some inaccuracy, so that you can't guarantee avoiding just by moving sideways a bit.
I liked it, but I agree it needs more variety. Also, I never really understood why it drops from power mode back to normal mode. Is it just a certain time of not taking anything? Sometimes it seemed like I was taking stuff constantly, but suddenly I was in normal mode again. Perhaps a warning beep and flash when it drops out of power mode would be good. Also, I'd rather have control over it: i.e. every 10 yellows it adds to a power mode bar, which I activate by pressing down on the mouse. Perhaps when I activate it, it always uses it all up. So another upgrade could be increasing the size of the power mode bar (but I still only get the same amount from 10 yellows).
Unlike the others, I thought it's opening was decent, but maybe it just got lucky against me and made good choices. It made some bad choices later though. The one that was most puzzling was that it moved into a mate-in-one, when it had other choices it could have made. (It could have put off the mate for 4 moves, at least.) I can't understand any minimax algorithm that would have done that.
Good game, but it got too easy once I got upgraded. I finally got tired of playing at 17 minutes with a 9000 streak going, and no challenges in sight. You should start with a much weaker gun and have to upgrade it gradually. I like the big circles, with their different effects (but what do the green ones do?) but you should introduce them more gradually and eventually have enough of them that they really become an issue. Oh yeah, using streaks for upgrades is a new and interesting idea. It's a little frustrating to have a good one going and losing it. Perhaps it you get to keep it to spend after being hit, but the counter starts at zero again. Oh yeah, tougher opponents -- some that take 3, 4, 5 hits to kill. etc. Great start, though.
A very sweet and well-done story. Thanks very much. The only complaint I would have is that I didn't realize that I should drop the empty head on people to get their story of Arrida from them. I managed to figure out everything, all the way to summoning the ghost, but then I was stuck. It was partly because I never needed it to continue progress. If the hover text gave more explicit instructions (i.e. "Select this and click a person to ask about Arrida.") I would have zero complaints. Thanks! I'm looking forward to a sequel.
Not a bad implementation. However, my ball managed to get stuck bouncing between two permanent posts. It's still there, bouncing back and forth, as I type this. You need to add a small touch of randomness when bouncing off a permanent post in order to avoid this problem.
Nice concept, but don't scroll the board, just move the cursor! When I select an element on the top row, I can't see the bottom two rows! How annoying!
A good game, but my fire mage has no chance against an ice mage. I get that he can completely defend my best (and maximally upgraded) attack, but then I should have a chance to outlast his mana. However, his spell to regain mana AND freeze me from being able to attack when he does it -- that's just too much.
Not bad for this sort of game. Usually these games get to levels where you start to have 2-pixel passages and such, which I find just annoying. Here's an idea for you as you progress to harder levels: Have a level with multiple different-color keys so it needs a pretty significant path, then have the SAME level, but with spotlight mode. Then the same level, but with a timer. Finally, the same level in spotlight mode, with a timer. These don't have to be altogether, of course; mix with other levels and other modes.
Too many of the click points move you. I'm trying to pick things up, to make sure I've gotten everything in an area, and a click that I expect might get something instead moves me somewhere else. Either change the cursor to a different type of arrow, or flash the location when I hover over a move click area. (Or, better yet, both.) Also, when you click with something in your hand, it shouldn't go back to inventory, maybe just make a small thunk sound so you know that's not a relevant place to click. Otherwise, I like the tone and the artwork, but I'm hoping for a little more guidance, a little more limitation on where I can go until I solve a couple of puzzles, which open up the new places. Otherwise, I just feel like I'm floundering with not direction at all.
Not bad at all. I don't know why a previous poster said he couldn't fly diagonally, but, of course, you can. However, what you can't do, which bugged me a lot, is stop and still be aiming diagonally. Ship needs to be a bit faster if there are going to be so many enemies and bullets. Also, with so many bullets, I agree with poster above that your tail should be transparent to bullets. Or -- how about this? -- the tail takes only 1/4 or 1/8 the damage your body does from a hit, so it acts as a shield.
Great first attempt! Artwork was super; no annoying click-fest, just the right amount. It left me wanting more. My only issue is that my pathetic computer had trouble when showing the flame effect -- it made everything very slow and squishy. Some way to turn that off would be great. Descriptions of things would help, too, but wasn't a deal-breaker.