Simple fun! The concept's definitely original, simple yet varied in the spontaneity of each encounter. The way the screen shifts around according to movement is pretty neat, makes the whole canvas feel alive. Nice work!
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Simple fun! The concept's definitely original, simple yet varied in the spontaneity of each encounter. The way the screen shifts around according to movement is pretty neat, makes the whole canvas feel alive. Nice work!
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thanks Cyberdevil!
Bit different kinda logo where you click something to set things in motion, rather than being directed somewhere else upon clicking something you think might need to be clicked away when it stays on screen so long. Anyway, the game itself was a nice mesh of platformer and puzzle, puzzle solving in real-time rather than the think-before-you-act type of games. Cutscenes are added fun. Nice game!
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I've seen some games where you need to coordinate a set of different characters to get somewhere, but this really builds upon that idea and takes it to a new level! Toggling between drones is easy once you get used to it, and the fact they all look the same and act alike builds for a different kind of strategy than what I've stumbled upon earlier. Level designs are clever and the gameplay polished, same with graphics and music. It all feels suitably robotic and with just the right amount of challenge. Nice work!
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It's games like these that need highscore tables! :O (with that I'm thinking of one integrated with the site- using the NG API). I love the idea, ducking bullets and surfing the waves amidst crazy critters buffets spewing flames, reaching a highscore that takes a minute to write out... the upgrades and constant rewards add to the addiction, and it's a fast-paced and constantly challenging mesh of carnage, wave after wave (symbolic too, in a water game) with some interesting bosses amidst the chaos. Nice work!
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I usually love dirtbike games like this, but this was one was... hard! Also seems to lag a bit on my computer. I refreshed the game after the first session, and six levels in the music hasn't started playing at all. Guess that's a bug? The 'rotation' controls are a bit hard, at times it seems they have no effect, and when you spin upside down the directional keys seem to have a reverse order all of a sudden, makes doing a flip pretty confusing. I got to level 6 though, despite the challenges (guess it was a moderate dosage of challenge) but at this point I just can't get further. No matter how much I try to grip that initial wall, I cannot jump far enough. Not sure if it's lag or lack of technique, but that's where my venture ends! :/ Also, bit weird seeing the bike without drivers, and latter levels without backgrounds. It looks good initially, but I can't help feel like it's somewhat incomplete; could be a lot more fun to play. Keep it going!
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Ah, The music bug is because construct 2's audio preload behaviour sucks, and it returns a success prematurely. I haven't experienced this problem, and I don't think others have either (it might be a problem with your computer, because you also said that you couldn't play dead defense, correct?). This game was made super hard on purpose (it takes me roughly half an hour to complete). On level six, don't try to grip the wall. What you want to do is hold down the W key a split second after the level loads, which will make your bike do a wheelie. Just keep accelerating until you're off the ramp. If the bike begins to correct it's posture in midair, that means you did it right.
The physics were a bit wonky, because construct 2's physics system is pretty simple. The rotations invert because of the way the bike is spinning in midair. I'll fix it in any potential sequel I might make.
If you don't see the backgrounds, that means your computer is a butt and can't handle large images. The backgrounds were like 5000 pixels wide, so some systems can't handle it.
Thanks for the review, man!
This was a fun tower defense game! I thought the graphics seemed a bit basic at first, but as I should've known it's not about just graphics. The gameplay is great, no fuzz with upgrades and rewards, just basic placement and element tactics, and plenty of varied levels and foes. Simple, fun; challenging. Nice work!
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Seems like there's a white border on the right side of the canvas, is that supposed to be there? The game itself is real nice, happy music (apart from the fights, suitable music there too); comfortably pixel world and a simple routine to get into. Work, rest, work, rest, buy weaponry, battle, eat, work, rest, eat work, rest... each opponent requires some upgrading and additional money. Haven't gotten far enough to know yet if it gets monotone in the long run, but so far so good. Small adventure-type SIMs like this are a bout of fun. Keep it going!
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Thanks for your compliment!
I like the way his head titles when you look around! Makes you feel more involved as a player, somehow. Most exploration games don't even show the main character, but it's nice having him there. Also really interesting style of surroundings. Plenty to look at, plenty to explore; not a bad intrigue either. Nice work!
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Bamboo Shoots!
Age 35, Male
Poet/Designer/Etc
ACCOMPLISHED
Sweden
Joined on 1/17/04