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Two things:
1. I've noticed a bullet cap (esp with 2 special/mini waves, piercing bullets active). Bullets in a huge mass just start disappearing right over the cannon. This is annoying as it usually means that one of the bullet sponges (big ships) avoids a lethal blow and continues to suck up bullets when bullet density is much lower. Is this a balance choice or a computation limit? If it's a computation limit, is this something that you could make selectable, like a graphics option?
2. Are there actions that change the chain number of a bullet? I've noticed on some higher (1000+ point runs) that my bullets are only x11 where I've had exclusively x25 earlier (with no cannon shots inbetween the x25 and x11)
Thanks, awesome game... couldn't find these 'issues' if I hadn't spent all night looking at it
tks for the deep analysis. And yes, there is some limitation in the bullets due to performance. As mentionned before, that can be fine-tuned. I'm not sure about a selectable option, as it could give an competitive advantage in the game if you run a big machine.
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Funny game!
Some ideas :
- It would have been fun to see grabbers complaining about howhard they are working (on score screen or whenever they are grabbing stuff), thing like "you know what? I'm gonna call the syndicate", "Grab FASTER? We have feelings you know!" "haha! You missed this one!...Don't point that canon on me!"
- I think that health bar on big ships could have been helpfull in order to see if using a bullet would be worth the shot or not
I enjoyed playing this game though.
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This game is sick, the music is really good. I play with the lights out and the whole room keeps flashing from all the explosions. Thankyou for making such an extraordinary game :)
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you should put a AI personalizing for the grabbers, i hate when there's the zigzag wave and they don't pick it up because there are 5 coins one millimeter closer
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Three bugs I noticed:
1) If there are too many objects on screen, bullets start disappearing. I assume you're using a bullet pool? If so, it's too small for the endgame.
2) The odd numbered explosions always face right. They should flip either based on the ship direction or randomly. (Ok, not exactly a bug.)
3) The special waves of normal ships (horizontal, cross, etc.) have a fixed explosion multiplier like the special ships, but they reset the values of the exploded bullets too unlike the special ships.
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So I clicked the one more bullet button thinking it would give me 11 total bullets each game instead of one extra chance that game. Oh well!
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It was just another re-skinned chain reaction game, still fun but felt like something I've played a million times over. 3 stars.
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it should have a "no bullets left behind" mode, where the bullets would continuously rotate back and forth on the screen. Sh*t would get crazy!
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That sad moment when NOTHING is in line, causing you to waste bullet after bullet trying to get somewhere. Then that moment when EVERYTHING explodes, to the point that there is nothing left to hit. This can be a game of chance sometimes.
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I like the concept but this game could and should be much more than a high-score game. At the very least, an achievement score card should be implemented. Ideally, mission sets, something linear with an actual end. It really brings value to the game.
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Please allow me to zoom in with CTRL+SCROLL. (Instead game retains aspect ratio and size, it's annoying when I'm playing at 1920*1080. I don't mind losing a bit of quality. Right now, it feels like I'm playing on a gameboy color, because of how tiny it is.
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Just a small issue I figured I'd mention here; unlike most powerups, there is no advantage to pierce stacking, so rather than sticking another pierce up there just taking up space when the player picks up multiple pierces, picking up a new pierce should simply renew the duration of the prior pickup.
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wow!!!!!! this game rocks more upgrades, bosses and etc HOW DID YOU MAKE THIS GAME ITS AWESOME!!!!!!!!!!!!XD XD XD XD XD XD XD XD XD XD XD XD XD XD XD
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Also it'd be cool if the grabbers would sort of 'hold' powerups beside your turret if all your slots are full. That way as soon as a slot is open the powerups are used, rather than just having them instantly wasted when they would have worked half a second later. They should still slowly blink away while being held as if they were on the ground normally, but it'd give more time for the current powerups to run out before wasting your drops.
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You should definately add the ability to have a force field that bounces the bullets off the walls/cieling. Also a powerup that allows the grabbers to shoot when you do (but thier shots being free while the cost of yours is still the same) would be cool. Another one would be something that increases bullet damage, to help you take out some of the higher-health ships. And the game needs some sort of end-game goal; as is there isn't much reason to keep playing after getting all the upgrades. Maybe you can add in a vanity section to the shop? Someplace you can buy upgrades that change the color scheme of your turret, grabbers, the ships, and the background would be cool. Or maybe you can add a sort of world selection screen where you can travel to different places. Each place has a different background and design scheme for the ships, possibly each place having a few unique ships/powerups to add variety to the gameplay?
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A very fun game, but it needs some form of achievements or something. Once you've fully upgraded, there's nothing to shoot for.
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4/5. The game is very fun and I like the one button control. But when I finished upgrading everything, I felt a need for some sort of conclusion. I understand it's an open ended game, more for the score than anything, but it just felt, well, anticlimactic.
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Whenever my Minions/Grabbers pick up for example a "More Ships" powerup, I have another "More Ships" powerup that's about to run out, and the brand new one vanishes, I think that the new powerup should restart the timer (Or the lowest one if you have multiples of the same.)
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It would be nice if there was something to prevent me from having three piercing shots at the same time. Overall, this is a fun game, though.
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Why does it takes so long to show the leaderboard? It takes almost half a minute just to show my highscore without anything else on the screen!!
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More Upgrades! e.g. more powerful shots, Gold-gain per sec while shots are flying, Forcefields that bounce a shot once at the edges or the top of the map (Upgrade increases bounce number)
Upgrade Ratings are very good just need more ;)
3/5
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Wonderful game gets a little bit easy once you get some good upgrades but even after that it's still incredibly fun good job sushistory.
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Top 5 on the scoreboard, first (and probs last) time I've done that, really fun game, be nice if the powerups stacked in one slot rather than taking up multiple slots, might make it to easy though
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Like the upgrades, gives the game some actual playability over the original. I concur w/ folks who say give the guys some time to clean up. Or alternately, automatically claim everything lying around after the last bullet leaves the screen. If so make sure it's obvious that just happened.
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If you have two of the same booster which gives no additional benefit (i.e. shoot for free) could you remove the one with less time to free up the slot.
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This game is super duper off-the-wall insane awesome!! It's just so fun to click once and then sit there for 5 minutes watching your cool chain-reaction go off! :D
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Another nice ability would be to be able to remove buffs(buttons 1-5?), or at least replace buffs with newer versions when they don't stack(when you get a second free shoot, the first one is now just wasting space, for example.)
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When firing is free, should auto fire, or at least be able to hold down the space. Would also be nice if you had a button that only shot for free fire, since I always miss the last couple free shots for fear of shooting one that isn't free
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i enjoy the strategy involved in picking your shots. but i would like to see this extended into a prioritization system for boosts, so i can tell them which boosts to keep active and to get the 20g over the 5g tokens.