I strongly suggest paying the 5 euros and playing Chapter 2. Now I cannot wait until Chapter 3, and can only hope that the game gets funded.
Maaan. I loved the other two SO much, and I was especially excited about this one because I recognized more of the references than ever before (like, all of them, including the ones that weren't clickable).
Feels like you were sitting on gold and you let it slip through your fingers by not adding the quiz element to this one! It was fun seeing my old favorites all over the place, but the one thing that separates this from just getting the poster and looking at it is actually having to scrounge through and find them based on your old memories. That's what makes these fun to me, so I think you should just make this one the same way as those.
It's not too late! Go do it! Go go go!
-Very- impressed with this one. The keyboard + mouse controlling two different entities on screen has been done before, but so rarely that I would still call this an original. I thought the parts where you had to move your ships in between the gaps (of enemies or actual walls) were especially entertaining and challenging. This game bore several instances where so much is going on, you convince yourself that you'll break concentration at any moment and everything will go to Hell. But you just keep your eyes wide open, and before you know it, there are the credits.
And can I just say, the music was -stellar- high-voltage, 8-bit shooter madness. It sincerely sounded like a Contra + Megaman Mashup (which makes me want to dancefight), especially the *crash* sound at the end of the Title track.
Well freakin' done amigo.
Look, it's SkiFree that I can play any time I want, but there's a psychedelic mode and a bunch of other crap. The controls are responsive and identical to the way it used to be, and the humor has been updated a little. That's just a 5/5 to me, easy.
I like your taste in games, sir!
So a pretty solid TD shooter, with some cool effects.
My biggest issue with the game is the limited forms of ordnance. You've got he main cannon and two other towers with the capability of attacking enemies. Then there is the air-strike, the nuke, and the supplemental vehicles.
That's really not enough variety for a 360 degree game like this. Gamers would like to see that there are several options that exist, and that they are not born from a sense of variety but from a sense of necessity. Each weapon should have its own place within the strategy, and be valuable, so as to usher in that sense of accomplishment upon completing 12 rounds.
As it stands, I surrounded the main tower with upgraded Fire-shocks and then surrounded those with a ring of upgraded Defense. Then I just dropped the occassional nuke and picked off taxi-cabs at random. This strategy took me from level 7 to the end of the game, only rarely replacing the ultra-cheap Defense towers as they get plucked by the occassional lucky taxi.
Too easy, with too little trial-and-error and not enough options on which to spend that massive pile of wealth.
Still fun, though.
I love me some platformer action and this one is no exception. You surpassed my number one pet peeve in these games, which is loose controls. These were tight and responsive, not sluggish, and you spared us the infuriating "momentum slide" that you get with some of these. Boss fights were pretty thoughtful, graphics didn't need to be great. Didn't personally have a problem with the music... and I loved when it amped up for the final boss, sounded like Mega Man.
I think replayability could be better, as it doesn't seem like extra difficulty is particularly interesting. It would have been nice if it were just a little longer, perhaps one more section. Or maybe just more boss fights. Man I love boss fights.
4.5/5, great job.
This is one of those special experiences where you think "how is it possible that every single person grading this didn't offer 5/5". It was just oustanding.
Atmosphere, gameplay, story, music, effects, controls... magnificent.
Dreadfully slow, uninteresting, and feels like a passing grade for an introductory programming class. 2/5 because it seemed to work correctly. I'm surprised that I'm seeing it on the FP sidebar for today, honestly.
We're all suckers for distance + upgrade games, but the added musical element provided another degree of purpose: experiencing the steadily swelling dramatic shift as you gain altitude, along with the music that you create while interacting with the environment.
Great idea, great execution, wonderful song that never got old to me. I'm still listening to it, truth be told. Only complaint is that you should have gone back to the cinematic after getting to the top, and animated something neat happening to our composer friend. This ending was a little abrupt and leaves us wanting.
Contrary to popular belief, Newgrounds games aren't free. You pay time, a valuable commodity, to play them. I ultimately judge games by whether or not I feel ripped off.
This was a 5/5 purchase. 1.5 of that score is probably owed to the music. Good jorb.
I get so jazzed over these "run around and flip different types of switches with different types of weapons to escape" games, mostly because it was a huge genre for the NES. I was a little tyke when I first started playing these, and they give me the warm fuzzies.
This one was especially clever. Having the missile follow the curser added a dimension of gameplay that I've not seen in a puzzle-shooter, and actually having to move while in mid-flight was a challenging yet "eureka" moment.
The goal when developing these games is to ratchet the difficulty so that it grants the player a sense of accomplishment, but without making it tedious. Out of the genre here on NG, your game manages to very precisely achieve this equilibrium.
Also, nice touch on the ending, especially after what was mentioned in the Bomb note.
5/5, way to go.
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