Looks good, but could use some more... "Strengths" is spelled wrong, BTW. Only difference between classes that I could see were the image and the starting stats (and not by much). I'd recommend giving classes a) specials (Knight - chance to reduce armour; Assassin - chance to bypass armour... or maybe poison enemy?; Enchanter - chance to drain life from enemy and add to theirs (chance would be by special stat, but amount would be by strength)), and b) a stat-related bonus (+1/level: Knight - STR; Assassin - SPD; Enchanter - special). I'd like to see an XP bar on the fight screen, too.
If you die after the last mutation pod opens, the lifts don't re-appear (but the pod is closed again), making re-opening the pod impossible. Also, ESC key didn't work for me...
So far, so good; but I think I preferred 4. Please add a "lock aim" toggle function for the dartling gun, and allow me to purchase a banana collector or something, so I don't have to go around picking up bananas/crates if I don't want to (personally, I don't like having to do this -- it's even worse if I have the dartling gun out). I think some of the prices need balancing, too; I can buy a super monkey with plasma vision and epic range for the price of just the last upgrade of some units (and the ability doesn't come close to being comparable).
The laser, quite often, shoots THROUGH things (and I mean it bypasses them without harming them); this makes it unreliable and therefore next to useless. Also, no upgrades? I thought that was the biggest reason most people like to play these kinds of games...
I like it so far. However, it needs a reset button in the main menu. Also, since the game itself is entirely keyboard controlled, all menu items (including upgrade screen) should be keyboard traversable/selectable.
Not too bad, but: Is this game for all of the over-looked 3-handed people? If not, you might want to re-think your controls... Particularly since there is no reason not to just assign jump to 'W' (but even if you did 'Q' or 'E' is would be better). Also, why mouse-click to fire? I can't aim with it, so assign that to a key as well. I can jump in mid-air as much as I like, and stick on the walls (sicking on walls allows me to tortuously climb up, but perpetual air-jumping seems incongruous).
@wideanglegames: OK, I just played again, and I can see the plane slow down when I face up and start going into stall, but I don't seem to speed up to any noticeable degree if I just dive (even facing straight down). I guess stalling seemed random to me because the speed variances (outside of directly going into stall) are minute(maybe it is just my computer/browser?). No need to get defensive over my real-weapon preference, it's just my opinion.
Speed up is indicated by sound of increasing frequency of the airplane's propeller. The ability to speed up quickly is determined by amount of "thrust" upgrades you have. The more "thrust" you have the less sensitives to stalls your airplane is and the faster you gain speed when faced down.
Plane stalling seemed a bit random; if I keep flying in a circle, I'd do fine four or five times, then suddenly stall halfway through the next loop, then repeat. Personally, I would have preferred only realistic weapon/upgrade choices for the period. You should be able to speed up and slow down the plane (particularly when manoeuvering).
Stalling is not random,just the gravity works a bit against you. If you climb it decreases speed more than increment of the speed while diving. That is the reason you get stall after few circles. Speed up and slow down works. Just fly to the top of the screen and turn nose perpendicularly down. You gain speed. More pro maneuver is to invoke a controlled stall at high altitude and then recover from it at low altitude.About realistic upgrades...this game is half reality-half fiction.If you want just reality,maybe flight simulators would be better choice.
Blue text on black background in Interface section of Instructions is too hard to read. I realize that English isn't your first language, but you need to get someone to re-write your instructions. Allow the screen to be locked to whatever object is selected (so if I move it, the screen will follow), and moving the screen by moving the mouse to the edge. Looks interesting, but too frustrating to control at the moment...
Although I generally prefer games without a timer, I think this one could use one to play against. Maybe have breakable objects that you or the oversized dustbunnies could knock over (but don't just shatter them by being touched)? The "hardest" (and most visually appealing) level was 3 (I think), where the dustbunnies kind of blended in with the background... Maybe do more along those lines (dustbunny colour blending with room colour scheme, shape and placement fitting in with room background).
Laser rifle can pierce metal!... but NOTHING can pierce grandma's panties.
...If fliers are immune until they touch down (which they appear to be), let the bullets pass under them. Also, they should show a shadow so we can have an idea where they'll land.
Kind of buggy. Pun partially intended. There were a few times when ladybugs were removed, but the positions they were in remained blocked. Matching enough to get the electric 3-way(!), the electricity image stayed on screen (same with the flushing swirly)...
Sorry for yet another comment, but the thing that looks like an alcohol bottle on the shore to the left of the starting location: am I supposed to be able to do something with that? I can't seem to pick it up or affect it in any way...
Thanks for fixing the tab problem by adding the 'f' key. If you don't mind the suggestions: Add numpad keys for alternate movement controls (WASDQEZC is OK except S for down instead of X feels unintuitive for me; however not everyone has QWERTY keyboards (that being said, not everyone has a numpad, either, but short of a full-on editable controls option, I think it is probably your best bet)). Space+[direction] to use an aimable item (sword, axe, ?), space to use non-aimable (eat food, ?), shift+[direction] to drop selected item in specified direction (if possible). Control "encumbrance" adds to the slow, frustrating feel and is a large block to the enjoyment of this game at present; try to eliminate requiring use of dual input devices unless there is no better way (not the case, here). Keep this in mind if the slew of improvement comments is getting you down: I wouldn't bother if I didn't see potential.
Arg! Sometimes attacking a bird with the sword freezes input (the game seems to still be functioning, as other animals are moving about, day/night still occurs, and your hunger rises, but the bird doesn't move, and no mouse or keyboard commands seem to work (except for the abominable tab key, which still switches active inventory space while removing focus from the game)... Please fix these bugs, as it does seem like it would oitherwise be a fun game to play.
OK, apparently you can drop most items by clicking on your character (though for some reason this doesn't seem to work with the axe and sword). While wood stacks, the three green dots (berries? You sometimes get them when chopping down bushes) will disappear if you attempt to grab more, so eat or store them first. Death comes at hunger == 10. Don't press space after making the storage box; it will disappear, and seems to fail if you try to make it again (I only tried once, though, so YMMV).
Response is slow for me, screen too tall. Don't use tab as a control button (unless you have an alternate), since in many browsers it changes focus (i.e., your game won't be receiving keyboard commands). Allow dropping of items without swap (I should be able to drop the sword anywhere, not just when I'm picking up something else). A 'look'/description option would be very useful... Other than that, it seems interesting.
The elevator bug is fixed now. I forgot that I had the ESC key listed in the instructions... I guess I should have a way to go back to the main menu.