great game. certainly an improvement over the old one.
i'm not exactly getting slow-downs, but in rooms with larger amounts of enemies i'll get terrible input lag. frame rate doesn't flinch, but my inputs will be about 3 seconds off time.
Slick game. lots of polish. good music. interesting take on the 'falling' style of game. quite challenging too. all around a very good submission.
here's my problem with it: it feels a little too cramped. to the point where being inside the building at all is suicide at day 4 on. i find gameplay breaks down to just flipping back and forth from left to right side while snagging the exterior coins with dashes while avoiding the interior altogether. i feel the game would benefit greatly from an increase in space between the ship and the bottom of the screen. it doesn't matter if the ship latches at the same point it currently does. being able to at least see the next floor would make the building more viable as a play space for later levels.
well now. . .
i might as well go play plants vs zombies. i get it; i know that all progress is basically standing on the shoulders of what came before, but there's very little effort made to create something original here. save for the book mechanic; which in theory sounds good, but in practice becomes a click fest rivaling diablo2, but lacks any of the reward or variation. its a good way to strain your fingers i guess.
this is about as direct a clone as you can get. even right down to the order in which you unlock the plants. . . erm, toys i mean.
one said to the other.
don't get butt hurt because i gave you a 6. i'm just not one of the tards that runs around 10ing everything because "Holy fuck somebody made this!".
i really dug the color variance, and thought the straight power-up was a neat idea. also, the ship rotation on collision was a good way to punish the player for fucking up without killing them outright. that being said: i'm now going to poop on your parade. . . in a good way. (if that's possible)
took way too long before the game got challenging. not having to run through the first 5-8 markers each time probably would have made me play it more. you'd probably agree that games aren't very fun when you have to pay virtually no attention to what you're doing.
a slightly more responsive 'lift' would have been nice, but not necessary. feels a little slow, but its definitely workable. possibly something to make the scout an actual fair trade for the fighter?
Thanks, constructive feedback is welcomed! Difficulty is not easy to account for in this game - some people find it really hard and can't control the ship much at all, on the other hand if you are quite good then the first bit of track will be easy. If I make a sequel I will probably include different tracks (some easy, some harder) and upgrades so that players can find their level a bit more. Good idea about having the scout more responsive, I had thought about it but didn't put it in.
visually it gets the job done. i dig the design, but i think those enemies could have been used far more effectivley in a different project; as the visual design is the only thing this game really had going for it. the gameplay is about as simple as it gets. they say simple is good, but not if its as stale as the socks i've been wearing for the past week.
so as a bit of a recap:
art- good job. i'd really like to see this style developed further, and used with different concepts
concept - go smack shit. this is about as repetitive as it gets, and offers no strategy or depth. the world is already flooded with enough crap like this. try something fresh maybe?
sound - passable. none of it really caught my attention. is was there, but my brain didn't pay any attention to it. . . so i guess that means it was neither great nor terrible.
i have one more thing to add: a lot of your past submissions have been supremely mediocre. you hit a gem every now and then, but you don't really go anywhere with it. run with what you know is great and dispense with the mediocrity.
I rarely sign into my account here, but after seeing this i felt i needed to. For the life of me i can't see how anyone is rating this so highly. The gameplay is incredibly simplistic, the controls are terrible, and the characters looked like crap. You have way too many attacks bound to forward attack, so naturally i could never do the attack i wanted when i wanted. Which would be bad enough if it weren't for the god awful movement, and the lack of an ability to turn around at will. You boast 18 different enemy types, yet the majority of which are just reskinned reiterations of the same crap you've been fighting. I hate to pee on your parade, but this was total crap. I could understand if this was maybe your first flash game, but this is clearly not the case. Try to at least learn something from what you've done, and maybe put a little bit of thought into it next time.
+1 for decapitation.
18 unique units types, if you include the reskinning then 8 x 18 = 144 enemy types + bosses
Thanks for playing
Its a good attempt, but its a total rip off of a game called Crimsonland.
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