Well this sure had a few WTF-moments. In any case, i lol'd :D
Could use a bit of polish on some of the animations.
Shame on you
This is exactly like this joke: The Sherman tank was originaly called the Norris tank until Chuck Norris decided it wasn't tough enough to be associated with him.
The Army, for fear of Chuck Norris, renamed the tank and promised to develop a weapon more fitting of his name. To date, no weapon created has been badass enough to be named after Chuck Norris.
Chuck Norris = epic times epic
This flash = epic times fail
You need to work a little harder on your skills. Importing a .wmv into a .swf... Gah...
I think you've hit the theme spot on :)
As a proof of concept, this shows promise. Granted, it was a bit "thin" in content, but it IS a demo.
The audio and music is well chosen. Could use a little more bass or something, if you asked me. A sound telling you that you've taken damage would be nice, too.
Graphically, this game is pretty neat. A quirky, hand-drawn universe. It looks as if some bored students' notebook, filled with doodles and drawings, has come to life.
How? Why? Don't know, could be that the book which contains all these drawings has a few notes that might shed some light on that part... Or maybe there simply is no explanation. In either way, I hope the full game will have at least a tiny story-line.
I like the thought of a customizable ship. Different weapons, shields, ect. Seeing some of the concept art at the end containing what looks like to be swords, I could imagine such an equipment being able to deflect incoming enemies (not bullets). The stronger the enemy, the more charge (like the shield in the demo) it would take to deflect and kill. All sorts of items, like passive force-fields, regenerators, large but slow cannons, quick but weak machine-guns, ray-guns, homing missiles and the likes spring to mind.
I'll look forward to the final results ;)
Classic, requires skill to play, needs something.
I agree, it's pretty solid and polished. The game might be somewhat punishing difficulty-wise for the unexperienced gamer, but since the levels are all pre-made, you can just continue to grind the same level a few times and slowly memorize when and where the enemies are going to arrive.
Not that much stat building, with a generic all-round boost instead of skill allocation, though very welcome.
The weapons were alright. Not many to chose from, but fairly effective. I'd wish the homing missiles had a better turn-rate, and didn't just disappear once they left the side of the screen. The rubber-cannon is VERY useful, especially when you have the option to !ROTATE! your weapons at the loadout. That was a really nice feature! I'd wish more weapons could utilize that efficiently, though.
(Sidenote, I was reminded of the game Enigmata while customizing.)
The ship speed seems mediocre compared the the enemies speed, especially in the last few missions. Enemies suddenly popping up at high speeds, with no time (or ability!) to act was frustrating.
It's been said before, but i'll say it again; dry. The game had a fine opening for a small storyline, but after that, nothing. Just raw gameplay. Some might like it that way, with not too much chit-chat holding up the game, but putting in just a bit of extra content, like some more background story, or maybe just a bit more description in-game would do good.
All in all, it's visually appealing. The audio and music works well. Gameplay works alright, but slightly steep in difficulty. Sadly, a few things just leaves this game with something missing, but other than that; high quality, nice work!
A game with a somewhat relaxing pace. Graphics are fairly standard. Not stunning, but not anything to complain about (though visible defenses instead of red dots would be nice).
As others have mentioned, there's really no sense in the odd pricing of weapon slots. They should be equally priced somehow. The slots higher up seem to have lower range as well, so at some point, they may be worth less, but that may just be a personal opinion. Having weapons with lower range to knock off enemies getting too close seems to be a good idea sometimes.
I'd wish if there were a way to decide how the defenses chose targets. Currently, it looks like they will target the toughest enemies in range first. A way to toggle between weakest, strongest, closest and farthest for each slot would be a nice addition. I sometimes found it frustrating when my weapons would target the strongest enemies that took longer time to kill, leaving the weaker ones with more time to attack (especially while having machine-guns against armored units - there seems to be some sort of armor-rule).
I think it would be VERY important to stress unlocking new weapons. Unlocking a new weapon and upgrading the power plant in order to cope with the demand is both more efficient AND cheaper than sticking with the basic guns and boosting them.
This is by far the key to overcome level 2. Buy the cannon as soon as possible, and set it together with a basic gun as secondary on the right side (the gun is a backup in the beginning, since the cannon is slow. Replace with triple gun later, if you see fit). Upgrade the slots' damage by one or two, and then just pump up its fire-rate. Once fast enough, nothing will get past the splash-damage.
Place guns/triple guns on the left side against infantry, and put two'ish upgrades at fire-rate and damage.
Seriously annoying, yes, but in a hillarious (and professional) way!
Of course, that's my oppinion about it :D But anyways, i must agree the "listen to your ears bleed" part, and i cannot imagine anything else about having fun making it! Lawl, keep it up!
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