simple but great concept. however the physics bothered me because the falling ties seems to not pick up any momentum from the moving machine. gave me a harder time because that's just not how momentum works IRL. (or you could say I have an idiot brain that can't adjust to fantasies quick enough.)
sound effect for jumping gets on my nerves a bit.
since red bear can't jump anyway, it would be nice to have up arrow as punch button. I was forced to use two hands for the E button, which was mildly annoying.
similar problem with not able to see below enough as someone else pointed out. it got me on the first level with the key positioning, but it really was unnecessary.
overall however pretty reasonable puzzles, smooth graphics (even on my shit laptop), although the motion/dynamics might be better if it is less sticky and slippery (less inertia).
I think I might have "broken" the game. after numerous defeat at the boss level due to my inferior reflex (to aim at that tiny window of opportunity whilst protecting the city), I "accidentally" sold my jammer and interceptor building to obtain more machine gun and rail gun. now I'm stuck in heaven/oblivion with everything charged up but no enemies in sight on "Day 4" ...
But great game! with the extra stuff you get after losses, you managed to make a difficult shooter game enjoyable for someone who serious suck at nonautonomous video games in general
simple and cool game... I was somehow greatly amused by the way other letter boxes gets pushed around when I hold a single letter ramming left and right...
One question though, what is the music used in the last few levels? I could not found it from your audio submissions, nor is it listed at the credits section...
Thanks for comment and play Levincoolxyz, most of the times i do the music too as DJ PULP, this time i re used some old track i made time ago, now i just listed on credits sections, if you want to hear some other tracks check this https://soundcloud.com/mungu-a-s-dj-pulp
gg, cool graphics and all... but just want to be a snob and point out that this is not how gravity works. dv/dt is approximately a constant *independent of mass (famous galileo pisa experiment). or size given that air resistance is not really introduced in this mechanics (not to mention more area only gives more resistance).
a serious comment on the "gamability" ... i think it turns out to be more frustrating than fun for me because many level have a same puzzle format repeated over and over, exponentiating on a person's reflex success probability ... so not really puzzle rich per se.
Hey :) - I know that bigger things don't always fall harder, it's just an expression not to be taken literally. On the note of gamability, I will keep that in mind for the future, thanks :)
however, i was stuck at this level (see http://imgur.com/gallery/ynMjjbI) for quite a while. mushrooms keep spawning out of nowhere (instead of clowning nearby other mushrooms when I used the wrong attack). and the place where victory condition is put shows 3 out of 3 tower was built, so...... (not to mention two Mr. Faker is stuck with invincibility)
also if I pause, i will resume with a ridiculous amount of mushrooms spawn all over the battle area...
this "bug" aside, I think maybe an experience based system in addition to this centralized purchase of upgrades might make the game more interesting.. but i'm sure you already contemplated about this since it is a pretty standard idea.
Hi, mushrooms keep spawning from earth when rain starts.
You need use Physics or Magic to attack the right mushroom, otherwise they spawn more.
And if you use chaos attack, that will be easier. Such as FireBall, Nott, etc.
About pause cause a ridiculous amount of mushrooms, I will look into it.
cool game but that's not china
great and difficult game. The only downside is that (I believe) the easiest way to get more points is actually trying to reduce the gameplay to a traditional shooter as much as possible (e.g. try to jump over enemies that comes from the back side and only shoot at things in front of you).
My suggestion would be to include achievements/medals for casual gamers (and OCDs) while keeping the current scoring system (for the competitive/patient type) and mechanics to increase the overall replay value.
Great game. wasted a whole day on it to get all crowns. the last level (20 not boss) was had hugely varying difficulty level because of the random spawns since range weapon attack have a tremendous mechanical advantage in combat.
addictive. good music. fitting graphics. nice circular concept. very nice recoil mechanism.
but the bullets and I are very very easily stuck by the door or walls, especially when I walk into a room full of monsters waiting right by the entrance. and the bullet deflection can sometimes "teleport" monsters into me.
also the weapon "upgrades" are all pretty bad strategically speaking. they are each much more useful in specific kind of rooms against certain types of enemies but since I have no control over the terrain of the next room it kind of forces me to keep my original weapon. so I suggest either increase their frequency or make them switchable or something (am I missing something)
also it would be nice to have a clearer difficulty progression other than the inclusion of new monsters. or a checkpoint would be nice. spends way too much time on the towerless rooms and those are just less fun but still takes time to go through.
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