A good start
Everything you already put in seems to be working fine, with one small exception: it looks like the circle that's showing a tower's line of fire doesn't use the tower's center as it's own center.
For the final version, be sure to add this:
A way to see how far a tower is already upgraded at a glance.
Up the difficulty, right now it's way to easy.
great idea, but not without bugs
I'm currently in the second property. I decides to rearrange the way my cd-racks where standing, but the places in front of the racks didn't go away. I can't put anything else there, so now it's useless space. I tried to sell some racks, but this didn't solve anything nod I got even less space. I think it started when I places one rack in such a way the place in front of it overlapped with the place in front of another rack.
I've also had it happen, back in the first property, that I suddenly stopped selling to the people waiting in front of the register. It worked again the day after that, but it still resulted in 5 or 6 people leaving because they waited to long.
oh, this again...
Just so you know, mentioning that your game is 'inspired by' other games doesn't give you a free card to remake them. This whole 'genre' (I use the term loosely) is pretty much a remade version of the previous game, and so ad infinitum back to those first versions where you hit a penguin as far as possible, with only meager attempts to improve the gameplay. The same mistakes most of these games have are here:
Nothing to do while flying. Anything that you can use during the flight is best used at the start for maximum effect, and then it's just waiting until the glider can be used. I don't need to explain that gets incredibly dull very fast.
Randomness. After destructo-truck, it should be obvious that there should be things to influence where you land. but no, once again, after the launch, there's nothing to do but the things to fly further, as mentioned above. If you're at 45000 feet and still have good speed, you don't want to be impaled for no other reason then bad luck. I've had everything maxed out for 5 rounds now, and I didn't get to the end yet. Why? because of those fucking trolls with spears.
Same problem for the glider. Yes, you can go up and down, but you can't see ahead so you'll just fly into the first obstacle that happens to be at the right height.
The same boring upgrades as all the other games. Bounce more, do something in the air to fly further, get launched with more power, use something to get relaunched after stopping. yup, never saw those before...
Also, the same things lying in the way. something that gives speed, something to give a good bounce, something to just launch you further, and the dreaded something that stops you without warning. It doesn't matter how you dress them up, it's the same shit.
So, what's there still left to say? Positive things? well, you changed the setting into medieval-fantasy, let us choose characters (with no real difference between them, obviously), it does look good and I'm pretty much done. You also made it somewhat difficult by making sure you have to have the upgrades to get to the goal, but that somewhat artificial difficulty too, with the orcs and the spears and all...
Oh yeah, please, never make an attempt at humor again, if you can't do anything better then 'beans make you fart and fly further'. Just saying...
Worth the wait? Perhaps
This game started out great. Both hell and the first kill had enough scenes and interesting enough puzzles, and the locust search was a nice extra, so when the second and third kill turned out to be so short, it was a disappointment and an anticlimax. The third one only took three clicks, and it was one of the easiest 'puzzles' in the game.
Overal, it was still quite good, but next time, if there are multiple reincarnies, save the best for last.
Also, the designated driver award doesn't seem to work. I got it in the game, but it doesn't show up with the others.
After dying 281 times (god damn level 6)I finally beat it. Now on to finding those secrets....
Everything about this game is great: the music, the graphics, the story... I love it.
I'm sick of games that try to be artistic by picking an odd theme, being deliberately confusing, giving it a pixelated look and making damn sure it's not fun to play in any way. This is a boring waste of everybody's time. It is not art. It does not provoke any emotions except for boredom and slight anger at its uselessness. It is not new, it is not entertaining, it is not good.
There are flash games that can do this, but like any hype everybody that just jumps on the bandwagon will fail, and this is a prime example of failure.
I did notice a small mistake: the largest prokaryote (bacteria) is Thiomargarita, which can has a size up to 0.75mm, slightly larger then what's said here.
Good flash, though, with fitting music and some funtionality, which is something that can't be said about most flashes.
This would have been awesome three years ago.
First of all, this review is about the version at armor games, so perhaps there are some things that don't fit with this version.
Anyway, like I implied in the title, I thought this lacked some of the features TD games have had in the last couple of years. there also are other general flaws:
-I really missed the possibility to tell towers at which enemy they have to aim. I played a couple of games with unlimited bubbles, and every time I only lost because ghosts where ignored by my mega-megatowers. I don't know which priority they are programmed with, but they ignored ghost flying right past them that where almost at the exit, to keep shooting other enemy's that just entered the stage. Obviously, that's frustrating.
-There was no way to see exactly how much health an enemy had. The health bars gave an indication, but without actual numbers, the amount of damage say towers do is a bit meaningless.
-Splitters sometimes moved through towers if the towers only half connected, letting them skip a part of the course. Especially at the start, when there aren't a lot of towers yet, this can cost lives. If this was intentional, it was a bad idea.
-Hotkeys are great. why isn't there a hotkey to send in the next wave?
-When a tower fires at an enemy the shot is just an animation, and not an actual shot. I mean that other enemy's can pass through a hail of bullets as long as it wasn't aimed at them. This is related to the first problem, because none of the ghost would have gotten past if they where hit by bullets that weren't aimed at them. Also, if the rate of fire from a tower is high, a lot of bullets would fly at an enemy, but if that enemy died, the shots would just disappear where it used to be, instead of continue to fly.
-The music was not bad, but it just doesn't fit.
-This game was a bit too easy, and the maps that had blocks on the way felt a bit gimmicky. Also, the FML button was ridiculous, adding random blocks makes it impossible to use a decent strategy, because the blocks could pop up anywhere.
What I did like, however, was:
-the game ran very smooth, even when I send in a lot of waves at the same time, the frame rate barely dropped.
-Megatowers where great. Very powerful, but also expensive, so the balance remained, and I loved being able to create somewhat custom towers.
-the enemies had a lot of different paths, and each one needed a different strategy.
- It looks good. Perhaps some more differences between megatowers depending on their properties would be nice.
a decent game, but flawed.
There's a number of things I didn't like about this game. First, the graphics are not bad, but they look very stiff and lifeless. the monsters are okay, but everything else is rather dull. It's better then hands of war, where this was even worse, but it still needs improvement. Related to that is the design of the world, with a lot of squares that had one purpose (mostly black gates) and became useless afterwards. It seems you know this, looking at how most of the black gates where located at places you didn't have to pass anymore, but it still made the world feel dull and empty.
Even more reason for that is the lack of any sidequests.The only npc's that weren't an enemy or directly related to the main plot where the guys with the riddles of the two guys that want some robbers killed, which is a step back from your previous game, that had a good amount of optional quests.
Other problems would be the difficulty. This game is too easy. there are plenty of strategies to use that make it possible to kill the last guy without him even touching you, and none of them are really difficult. The puzzles where easy too, the only one that had some minor difficulty was the one by the well.
The riddles where simply bad. the first one (28 days) is completely overdone, the second on (1/3 of 6 is 2) had various illogical solutions with no real reason to see which one was the right one, and the last one (marbles) was at least a somewhat real riddle, but much to easy to anybody that has once heard about probability theory...
Something unrelated with slightly bothered me, was how the people that give you quest wouldn't say anything else after you completed their quest. there weren't that many instances where they should, but I just noticed.
of course, you still made a game that implements the best characterization tree I have seen in a flash game up to now, had plenty of different enemies (although I think both archers and mages where a bit underrepresented), a plot that good enough to carry the game and various different items, it's definitely not a bad game, I just think it could have been much better.
Oh, how I hate games like this...
Take some concept that was around when the (s)nes was new, add some minor features that don't really add anything to the game, make it look good and somewhat cartoonish and you get a decent game, with minimum effort and no originality. I don't have a problem with people making such games, and they can be a good waste of time. However, making money in such a way is something I really don't like, and I can't give you a good score because of that.
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