Same old, same old. Not a bad implementation, but how about adding something interesting to it? Also, why do I have to reach for the mouse to start a level, when all the controls are keyboard?
Well, I like it better than many of these, since it isn't a clickfest, nor a find-the-secret-pixel problem. However, I am currently stuck -- I can't find the key to open the cabinet with the yellow gem. I've seen the thing you can see with the night-vision goggles, and clicked where it says this could be a clue, but I guess I'm too dense to get the clue -- I assume that's related somehow. Also, I think there's a bug -- it let me into room U even though I only had one of the wires. I found the other wire later.
I liked this game, too. But the last half or so was too easy. There were no monsters that were any sort of risk to fight, even if I met them with only 1/3 of my health. The final boss, especially, was disappointingly easy. I didn't even have to use any of the 8 greater healing potions I had ready, not to mention all the mana potions to power greater heal spells, if I needed them. I would suggest adding a few levels interspersed with minor bosses about as difficult as that final boss was (when you are less equipped). And then make the final boss about 10 times tougher.
Well, I got further than that -- I successfully erased my card, put it in the card writer, and entered the code I found on the slip of paper and clicked 'make card.' I was pretty ready to be done at that point, and I expected that to work. There was no feedback, so I couldn't tell it that did anything to the card, but using the card in the reader on the door did nothing. --- The biggest thing I felt was wrong was attaching the card writer to the computer; the place where you have to click did not make sense to me, I just ended up getting it by luck. Either the computer console/tower should be visible and you click that with the writer selected, or else clicking the screen should be enough. Anyway, I'm stuck and giving up, because there doesn't seem to be anything I haven't used, and there's no hint that the code from the paper is not enough (but that didn't work).
Not bad. I finished it. I liked that there were no "find the pixel" issues, which I always hate in these, and it was not a clickfest. There were clear clues for every step of the way. The music is a little depressing, though. :-)
One other point: You absolutely have to have an upgrade that your bullets get more powerful. One of the satisfying things in this sort of game is when you easily one-shot a type of enemy that was your big nemesis earlier. You do need more types of enemies, when you do this, to provide a constant challenge, but you can re-use images and just change the color.
It's a nice smooth implementation, but still falls short of one of my favorite games here, Vector Effect (search for it). In addition to what others have said, it also should have a certain amount of waves, so that you have periods of panic and periods of somewhat easy. Also, the enemies have no personality, they simply get faster and harder to kill.
As several people have already pointed out, the player who goes first can always win. But I thought that you had an interesting concept and I was wondering how to fix it. How about this: You start 3 (maybe 4) games simultaneously, and the player who goes first must make DIFFERENT moves in all three. Then the second player can play wherever he wants in all three. Then the first player must choose only one move, but he gets that same spot on ALL THREE games. I'm not sure whether you restrict him to locations that are available in all three, or if he loses his turn in any game in which his chosen spot is unavailable, or what. You'd have to experiment. After that, the three games are independent. Also, you should keep this one-game version as a trainer for the more complex game, but explain that this is its only purpose because the first player can always win. Whaddya think?
Amusing. You do realize that your ovum is about 1/100th of its correct size, right? (as compared to the size of the sperm). You should have some background texture so we can tell that it is moving. Especially in the early rounds, you can't tell.
A good start. However, fire rate seems underpowered, I put several points into it before I could even see a difference. And reflective is overpowered. If you just keep attack power up to where you occasionally one-shot enemies and always kill them in two shots, put 1 point into piercing, and all the rest into reflective, then you can make the board become just a haze of bullets in which no enemy lives for more than a few seconds. To be equivalent to the others, it should increase the chance of reflecting by, say, 15% for each point you put into it, and each time it reflects should decrease the chance by 50%. That way, once you have put 10 points into reflective, it will always reflect twice, and half the time a third, but that's it. Also, some variety of enemies, including an occasional boss, would be good. But you do have a great start.
I disagree. Unlike most of these, protecting your truck is the most important thing, and speed often hurts you. The level where you had to get past the boxes was clever and different. And the rope bridges were a challenge, though I'm glad there weren't more of them. Once solved, they just became annoying.
I beat the game with max traction tires, max speed engine, and hard shocks. I don't see why anyone would choose anything other than those, except to make it harder to beat. If so, they should be power-ups that you earn, not just free.
I agree that the flashing is too bright. Maybe it could not be over the whole screen, but only the outer edge? Also, getting a shield should turn off the flashing for however long it is active.
On my lame computer it freezes for about half a second every time a spot needs to be removed. I suspect you are repainting the entire screen each time. This makes it horribly painful to play.
Wrong! There are easily 50 words for dust. There are hundreds of languages in the world, and at least a quarter of them have a word for dust, I'm sure.
I have to agree. I found the key in the books pretty early, then, when I panned back, I saw that on the other shelf was the same set of books with the right book missing. At that point I thought, "they gave a clue to which book to click -- nice, it isn't going to be one of those annoying clickfests." Wrong, it just uses the same image for both sets of books -- the second one doesn't show the gap in the books until you actually find it in the first one. And so on. I tried the crowbar in a few logical spots, but not the one that mattered. I'm not just going to try it everywhere! I even guessed the right password for the computer, but what hint was there to use that username? None.
Good start. I love the explosion graphic when your bullet kills something. But your player is too big -- there's no ability to be evasive when you're so big. And your hit detection needs to be more clever than just the bounding rectangle. Finally, if you make just 3 images for everything that moves, to have a tiny bit of flying animation, you'd be surprised how well that works -- animation needs a lot fewer images than most people think. (Wings up, wings middle, wings down, then reuse middle, then start over. Different speeds and tempos for different creatures.)
Hmmm. It seems perhaps the problem is that the mouse position is glitched. To take the permanent marker, for instance, I had to be way off it, above and to the right, such that the magnifying glass wasn't even touching it.