I know you're trying to emulate I Wanna Be the Guy. There's a basic problem, though, that make it more frustrating in a control-scheme sense.
The Kid in IWBTG is fast and manueverable. The Kid here is sluggish and can't jump around quite as well.
The agility of The Kid in IWBTG allowed one to avoid the numerous traps by a safe margin.
Here, you have to be extremely precise to not get killed by a trap. When a trap slings halfway across the screen faster than the Kid can fall from his one-pixel hitbox contact with the trap activator, there's a problem.
Also, the Kid is huge. This makes his slowness even more of a problem.
I have no idea why, but when I start a level sometimes, the game doesn't let me click on any of the usable turrets to use them. It only happened sometimes in the first stage, but it happened repeatedly in the second. The only way I could fix it was to sell the turret and then buy it again, which, one can imagine, is something I'd rather I'd NEVER do.
Otherwise, I like the concept, even if it's been done three times.
Too damn hard.
Yes, it's a great game, hit detection's on target, yadda yadda. I had no problems relating to programming. Just design.
There's too little time. I beat the levels out of repitition, not skill. I finish with only little precious time to spare. If I screw up on one thing, I've lost. If I don't suture all the points in one master stroke, I'm finished, no matter how perfectly I did the rest.
It's be a lot nicer if you could give us just two more seconds. The line where I fail and or succeed is too close, ending up so that I fail just as I'm about to relievingly finish. I find that frustrating; if it's intended, I understand it's for difficulty, but I'd rather not have to do everything over and over until I can do it like a robot.
Tom's oddly cheerful...
It's odd how happy Tom sounds in this game. "Welcome to Die!"
That just makes it funny, though. I would only reccomend the eye laser thing not being directed through the platform into your feet. I've had that happen several times, when it seemed the beam wasn't hitting me at all.
Enemy AI is kind of...varying?
The enemy AI didn't seem to be increasing at a set pase through the story mode. For example, I couldn't even hurt Alucard until I backed him into a corner and kickd the crap out of him, but Cyclops was a complete wuss.
That's the second problem. Something needs to be done about how you can easily win if you simply back the opponent into a corner and kick the shit out of them. Perhaps, you could put in a "knockdown" system, where, after a combo, the character would be knocked down, and be given a period of invulnerability to let them avoid the easy death by corner+foot.
Yeah I agree I should've added something like that to the script. I was planning to but we sorta ran out of time (and I didn't really know how to go around scripting something like that), well thanks for the review!
Better than the First.
This is better than the first game, by large. The same basic concept, but it's still a tad easy. It's too easy to block every shot with your sheild, and there is no need to buy the upgrade, because I find that the bounced bullets don't do much, if anything.
I find it equally annoying that many people are complaining about enemies firing as soon as they come onscreen. For readers, you simply press the space bar to activate the sheild. Simple enough for an idiot who doesn't click on 'help'.
Still, my main criticism is still, this is a little too easy. Make the sheild not block all damage, or make its amount of time staying up less, because the easy use and invincibility of the sheild makes the game extremely easy in monotonous parts.
I am pleased to know that you also used the 'One Man Army' soundtrack from the last game. Best music I've ever heard.
This is cool.
Nice game. But there were a couple of issues.
1-There was only two types of sword swings, it would be cooler if the combos were longer, and there were more types of sword swings.
2-I found it is impossible to change direction in midair. You can only fall in the direction you chose. This was very annoying at times. Only if you did a backflip, could you move forward. But if you did a backflip, why would you need to fall forward?
Other than that, this was pretty cool. Good work!
...The guy before was right, there are too few upgrades to the cannon to win you a ten. Other than that, this game kicked ass! The music was awesome!
I can't really say anything bad about this, except one thing- Item shop. I think it would be really good to add, to buy additional door barricades, and additional weapons....just a thought.
I was thinking of a simular concept, but I thaught it would be better to keep things simple and clean. besides, an item shop would be like taking a BREAK... zombies attacking your house don't take BREAKS, me friend.
Better than I thought it would be.
At first, I expected some cheesy, nooby flash. But this is actually pretty good. I think Space Invaders was the idea, right?
yes space invaders was the i idea and to tell the truth im better wit games on newgorunds then movies but it try so far both games i made made it and every movie i made got blammed
but thnk u for teh good review
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