For anyone figuring out what weapon they haven't killed someone with: check statistics. It will have the weapon with least kills (apparently I never actually killed someone with a mine). I enjoyed the game but would like to see some of the improvements listed, such as AI not running around the planet for his entire turn.
Found the controls pretty easy and the game was fun. Hopefully you expand the game if you choose to make another. Wouldn't mind a mouse-over telling me why I got certain achievements, even if you want to keep the unearned ones a secret (though they'll be posted in the comments in a day, so secret for what's it's worth). Also, I really want something to spend the extra two data things on...it can be the credits for all I care, but I *must* spend them!
Sure it's kinda fun. But between the auto-stops (unlucky spikes ending a run) and the auto-pause (games should only add this if something bad happens when the game loses focus, which does not apply here) I just don't see myself coming back to this one. I do applaud the sweetness of the dummy crashing through glass though...nice touch and fun to watch.
The "story-teller" game--where the purpose isn't to "play" so much as watch a story unfold--is a legitimate outlet. However, if this is what you were going for, making us hunt for green circles that present themselves in a very illogical fashion probably isn't the best way to do it. Best of luck.
I enjoyed the first few levels, but is there a way to stop those floating hovercars? After the first level, all their "tips" are redundant and just distracting.
For something like this, i think you would be better off just releasing the whole thing at once rather than a minute of clicking weeks apart. I'll leave critique of the actual thing to someone else.
Needs to have the cursor remain visible, otherwise it is far too easy to drag it off the game field. Alternately, add autopause, but i like that option less.
Pretty entertaining. But the instructions were pretty confusing (likely non-native English?). Instructions: Click tiles to reveal. The numbers indicate the sum of the levels (1-5) of monsters around that tile. So a 5 could be a level 5 monster, a level 2 and 3, etc. You can only kill monsters equal or below your current level. So for starters, find and kill (click on) level 1 monsters until you get to level 2, and repeat. If you click a monster higher level than you, you lose hp = level difference (so clicking a level 5 when you are level one hits for 4 hp, you start with 10). Hover over a tile and hit A,D or left,right to "flag" the tile with a suspected level number. Be careful, because you can still click these tiles. EX is your current experience, and NE is the xp needed to gain a level.
That didn't make much sense. The "story" assumes a lot from stuff I didn't find, and I can't "solve the case" despite the one item that I was missing not really fitting into the story at all (when I found it later). Apart from all that, make the closing "story" click through, since I found the already weird conclusions difficult to read at the pace they flashed by.
it's ok. nothing remarkable and the perma-death seems a little harsh, though i suppose that may be intentional. Also, if I have 1x lives, in most games that means I have one more try, rather than indicating I'm currently on my last life.
glitchy shooting animation; glitchy walking. After a few seconds of zombie hordes, drifts down to a few seconds between them, making the game very slow considering you can just sit at the bottom and occasionally (~20sec or so) flip around to shoot something. Best of luck improving for your next project!
could be ok, but i spent so much time trying to avoid clicking any of the buttons on the bottom that I lost interest. Way to cluttered if is accessible game area.
Other than hotkeys (mentioned plenty) I'd also like to see a way to keep the health bars shown (instead of hitting shift every level) and a way *not* to be dragged over to a hero every time. but very fun game overall and good pacing with the availability of upgrades.
The ActionScript was written in the wrong version.. Sorry.