@Amstaad
There IS a way to gauge that. Watch the background, it goes grey starting at the left side and moving left. When it gets to the right, the level ends.
Game faults:
1. Game forgets I muted it
2. No ingame keybind switcher.
3. As in 2, shift is the sprint key, a really bad spot.
4. Weapon swap only goes one direction.
5. Weapon swap does not skip empty guns.
6. Number keys above the home row totally unused, bad form.
7. Small rat-like things take more shots than they should because they're so small.
8. Some shots fire, waste ammo, but do nothing.
9. Another white-on-black-on-slitmywrist(emo-red) shoot em up with no real goal.
10. Pickups determine your whole game. For example, if a health pickup doesn't get dropped, you will not finish the game. As far as I can tell, there is no auto "drop-health-pickup" based on time.
Theres more, but that's enough to fix as it is. 3/5 anyways, a bit of fun.
@Blazinice
Or maybe you could not be an ignorant ***hat and notice that one of the two devs who submitted Portal: Flash to Newgrounds is actually nicknamed "Dragy2005", with the real name Ido Tal. The wecreatestuff.com forums identify Ido as part of the WCS team. "Dragy" submitted the game to Kongragate.'
Put two and two together before saying it was "stolen". (Nonetheless from the gaping ***hole that is ebaumsworld.)
Hint for those who are having trouble:
Keep the large ones on screen for as long as possible. With them onscreen, no new ones will come. Just make sure not to go full out shooting at it, and just send a few shots every few seconds to keep it floating.
Good game, but multiball powerup should REALLY not lose you a life. Makes endurance mode that much harder because you end up getting screwed with two balls and eventually losing one.
There should be more room above the balance beam to see what's going to drop. As it stands, whatever falls above you is basically going to hit, and if its a "larger" or "no more spikes", you're screwed.
Got 126 though. 3/5
Great idea, horrible implementation.
General difficulty is impossible without antimatter shield.
End levels take way too long because TIME UP! timer doesn't go off.
Boss levels are mostly unfinishable.
I'll have my badge soon, but I'll never play again.
2/5.
Music quality makes me want to rip my ears off, but it really helps you win the game.
Pattern for shots and walls is: Go to bottom two walls, and when the walls shake, go above one. Then, shake, down one. Go left and right to avoid shots... Fairly easy.
4/5 though, good game, and fun.