It's an absolute travesty that that horrible Elephant game is gonna steal your 'best of the month' award. I can't begin to express how much that game sucks. And yet, it instantly became the #1 rated game on the whole site.... wtf.
Oh, I forgot to mention all the bugs: controls becoming non-responsive, getting stuck in walls, regen not working... How the heck is this game so highly rated? It's awful :\
Meh. Frustrating platforming mechanics, mind-numbingly easy gameplay with no penalty for failure, uninteresting "skill tree" system that isn't a skill tree in any meaningful sense and is full of boring numerical buffs (which are pretty pointless in a game where failure is impossible and challenging enemies nonexistent). The quirkiness of "lol I'm an elephant" wore off for me several games ago, and there's nothing else to like. I guess I'm in the tiny minority here, but this is a clear 1/5 to me.
If you find the game too hard, pick a 5 wave level and run it over and over. You can grind experience pretty quickly this way. You also boost the faction score each time, so you can easily max out any faction with a 5 wave level.
I like the mix of oldschool graphics and gameplay and quirky humor/personality. Definitely a start to something great. My biggest complaint is I want more of everything: a longer 'item tree' of purchasables to unlock including permanent gun upgrades, more characters to choose between (or just unlockable alternative action/specials for the existing ones), more enemies, harder bosses, difficulty modes... Basically, this feels like a game that begs to become a major timesink for a while, but there's not enough content to support that much replay. I probably spent a good hour at first grinding, trying out the different guns/actions/specials, restarting the first couple days to build a bankroll... Then I breezed through the game. I honestly think all it would take is adding more content to make this an action RPG-type game that I could play for hours. 4/5 for now, it'll 5/5 and a favorite for sure if we see a major content update.
The adventurer AI could still definitely use some improvement. Some randomness when they hit a branching path is fine, but they should be smarter about it. I think it would be really cool if adventurers with over some % of hp remaining were more likely to pick paths with living monsters and/or the exit, while those with below a certain % would be more likely to pick paths with portals or gems. If you want to get really fancy and add some complexity to the game, adventurers could have an intelligence stat that increases their chance to pick appropriate paths. For a relatively simple implementation, they could just have significantly higher chance to pick a path if there's gold on the next tile.
00Elf: there is a mute button. Hit Action: More (the button that looks like a book), then the bottom right button that looks like a horn will toggle sound on/off.
A setting to change the level offset range for mobs to grind would be nice. It's generally much more efficient to grind mobs a couple levels below your own, at least until your gear and talents are pretty uber, but the only times you can really do that are when you're just past the level cap for a zone and stay there grinding the zone's max level mobs.
It really isn't much like Sonny at all. Have you guys calling it a copy ever played any other combat-only Flash RPG? It's hardly a unique concept to Sonny, and gameplay here is pretty different. The stats system is far more complex, for starters...
The tower defense genre has been done to death in just about every variation, so it's truly rare to find a TD game that feels new, fresh and addictive. Ghost Hacker is one such game. If you like TDs, you should definitely give this a try. The upgrade system is quite clever, and the tower and upgrade moving mechanics allow for some more advanced timing-based strategies.
Upgrading my rating to 5/5 thanks to the amazing developer support this game has released. So many would-be great games end up being mediocre because of a handful of bugs, balance issues and missing UI features. Just a few patches based on community feedback in the days or weeks following a game release can make a massive difference.
This is nothing like Starcraft in terms of gameplay or art, and I'm not sure why people keep bringing up the comparison aside from the similarity in names.
Very cool game, my two complaints are that early battles can drag on a long time when you're mostly limited to using Scouts and Bombers, and the AI uses way too many Drones at poor times (i.e., in lanes it doesn't already control, so I can counter them easily with Scouts). 5/5 anyway because I want to see badges asap!
Two things that would really help this game a lot:
1. Display current funds on every page, not just the ones where you buy stuff. It's really annoying that there's no display for this on most pages.
2. Add some sort of store summary/adviser thing that sums up what your customers were angry about and explains why you are gaining or losing karma.
You've been my favorite independent developer on Kongregate since the original Protector. Yet again you've made a nicely polished, exceptionally playable and downright fun little Flash game. Kudos!
1948 is easy when you figure it out. Spam the chemical cloud on your one fighter. Have the other get in line just in front so the enemies all line up right behind your clouds. Just spam it till everything but the big, slow ship are dead, then turn around, get a fighter behind it and pull back the distance to stay behind and fire away till it goes down - you'll never come close to getting hit if you pull it off.
Last comment from this history nerd, I swear, but to add: in real history, the US ended the final stage of war with the atomic bombs dropped on Hiroshima and Nagasaki. This game doesn't directly mention nukes, although it uses a mushroom cloud for the symbol for several levels, and in this version of WW2, the decisive victory was Britain taking down some German airships.
WW2 was, incidentally, the first war with bombers and a serious heavy role for air forces beyond surveillance. WW1 was still fought mostly on the ground, with the main air support being blimps/zeppelins for recon purposes. They were sitting ducks to any gun big enough to shoot that far, and had no real weapons of their own since rockets didn't exist yet and automatic guns were still in their infancy.
The real WW2, by the way, started in 1939, the US entered at the end of '41 / beginning of '42, which is also when the Eastern Front between Russia and Germany turned to Russia's favor. Germany was pretty much conquered by the end of 1944 and all Axis nations (Japan being the last holdout) surrendered by 1945. So, this game's alternative history imagines a much longer war.
Farmerboy: it's an alternative history vaguely based on WW1 and WW2 but with completely different events and whatnot (since, obviously, fusion-and-steam-powered vehicles were not a big part of the *actual* WW2) - the only real connection I've seen (almost finished the game) is that it's mostly about Britain fighting Germany.