The Pet Protector games always reminded me of Japanese sim games like Princess Maker where the goal is to build up the character's stats by scheduling a variety of tasks. While I think the games are very fun, I think the ultimate weakness when compared to games like PM is that in PM, each path taken is kind of interesting: one could make a master cook and just be satisfied with that and winning annual cooking contests, e.g. Here it feels like there isn't as much freedom; the fact that the top comment to start with a sweeper being so important is an indicator; the game starts feeling too much as though there are very few power paths and that we must maximize as many skills as we can. In the future, I'd like to have a greater sense of freedom and more legitimate paths to form very interesting characters.
This game is awesome. It may be short but it's short and sweet as far as I see. I love the nostalgic music and the pixel artwork. I think it deserves a much higher rating. 4/5
Rather than an animation to avoid accidental perks, how about just an OK confirmation? Make it so you have to click the perk and then click OK to conform. That'll avoid any accidents.
I really like this game. It's nice and simple and the level up perks keeps it addictive. My main complaint is that the screen really turns into a mess very quickly and it becomes visually chaotic with all the bright red and green blood mixed with bodies strewn all over the floor that it gets hard just to discern enemies from that mess. It becomes kind of stressful on the eyes and unpleasant to look at IMO. I would like to see the dead bodies blend in a little more with the background so that they don't contrast as much with the foreground elements.
I really liked the former games and was looking forward to this one. It's a bit short but quite fun. That said, there's an issue which has been bothering me since NW2. The guns with very high fire rate are so noisy that they drown out all the other sounds. Listening to that on auto-fire for a whole level starts getting tiring, but I want to still be able to hear the other sounds like explosions and music. I wish those high fire-rate guns were a bit less obnoxious and a bit more quiet.
This is one of my all-time favorite Flash games. The combination of random simulation, economics, turn-based combat, and the general RPG mechanics of building a very powerful party just make for the most additive gameplay (ex: X-Com/UFO). I hope in the pursuit of a modern engine for the sequel, the purity and addictiveness of the gameplay isn't lost. The game design here is legendary.
The game is really well-presented and I love the DOTA-like concept but as others have said, I think it's way too tedious. I wouldn't say challenging really, just tedious, since the bases take so long to destroy even with multiple waves of the strongest allies ($75k planes). I would have much preferred the game was more challenging but not so tedious.
I'd normally be quite happy with this game a lot but a glitch that prevents everyone from seeing the true ending of the game? That's awful! Please fix it!!!
Game is awesome but there's a major balance issue as far as I see. I managed to beat it the first time around on normal difficulty without losing anyone since I discovered quite early that an intelligence of 13 combined with computer and bio suit allows me to loot money with 0 delay which allowed me to get thousands of dollars in a single minute and loads of experience quickly. After that I was getting so much cash so quickly that I was able to get all my guys the best equipment possible and the game was quite a breeze.
This is such a delightful game and it's sad to see it dying. The fact that it's not so popular anymore has a detrimental effect on its own, as it prevents new players from being able to enjoy the game so much (being a multiplayer and incapable of being played otherwise). As proposed, expanding the game to reach new audiences could not only keep it alive, but give it a whole new surge of players. Also providing some means to play the game single player would help a lot in keeping players interested even when no one is playing.
Just a small annoying thing but I hate how the catalog keeps showing new when I've already researched everything. Perhaps there will be future craft recipes to research, but right now I'm just getting excess knowledge points and an annoying button which shows new all the time. Could it perhaps be modified so that the catalog button will only show "New!" when we both have extra knowledge points and there are recipes available to research?
It seems there are a lot of comments related to the premium content. I really think the ideal kind of system is Realm of the Mad God. That's a system where the premium content really is completely optional: pets, keys, ways to color your character, vault space, new character slots, yet people get hooked to the game so much that they pay for these things anyway. All the things are aesthetic and the ones that aren't have alternative ways to get them with the exception of vault space and an extra character slot, which is purely about extra space for content rather than restricted content that cannot be experienced at all otherwise. I'm not sure how applicable that is to an offline game, but a system that allows the patient player to experience all the content but allows payment to speed things up might upset far less people and improve the chances of people actually paying for it.
I think it would be very hard to monopolize on only aesthetics with a newly released IP. You need regulars and something that's already huge in score, which VU isn't.
Have to say, I'm one of those seemingly rare people who didn't care at all for the first game. I thought it seemed like a glorified easter egg hunt: pretty but also quite dull in terms of gameplay. This second one also has the easter egg hunt kind of gameplay but I think it's much better, particular with the Ohnem challenges which helps keep the game from getting too repetitive. The presentation of the first one was probably its main selling point, but this one takes it to a whole new level: the artwork is like 2d digital paradise.
Noticed a glitch: after beating the game, I found the first few levels had no upgrades available and said (click anywhere or hit space), no problem (that's not a bug). However, on subsequent rounds when upgrades were available, clicking on them did nothing: I saw the same upgrade at the same level (upgrade reindeer hp and regen to level 5) three times in a row so it wasn't giving me the upgrades after that. :-(
I think it's a promising engine. The control are so awkward but that's kind of what makes it appealing. I'd like to see it turned into a full-fledged game complete with sounds, music, and a little more to spice things up (maybe a time limit or other bikers you have to race against). Upgrades can make just about any game addictive. :-)
You knew Vandheer Lorde was going to be a badass in AWW2 because he could jump. You know the boy is going to be epic because he can jump without trouble.
I love the simplicity of the game but I think it needs just a tad more to make it feel like a little more than a mini-game, and that would be something to give a more steady sense of progress over repeated plays than just a score multiplier (something which actually affects the gameplay). I also feel like I'm at the mercy of the RNG (hint: for those who want to make it past day 10 and defeat the dragon, saving up enough gold for voucher stores and being lucky enough to get them at the right times makes all the difference). It would be nice if the game tried to do something to ensure a more even distribution of things like voucher stores: just even a check to make sure the same thing is not repeated twice in a row might help a lot.
Very fun! I usually get bored easily with platform/action/puzzlers like this because the gameplay mechanics tend to get stale after a period of time, but this manages to keep mixing things up to make for very amusing gameplay that's full of discoveries. 4/5
accepted