I think it's safe to say that this is just about as much fun as i've ever had with a platformer. thinking like a snail took some getting used to, but i ended up loving the game so hard that i took the time to find all 100% items. i still can't find your first snelk room, damitall, but i'll get there! somehow!
The gravity snail upgrade was absolutely brilliant. after getting used to it, moving around was just such a breeze. it's part of what made the exploration so fun.
Thank you so much for making a competent endboss. i don't think i could've stomached an anticlimactic weakling. i will say this, though- knowing to use the invinci-shell ability sucked all of the challenge out of its deadliest attacks. Maybe you should make that ability less powerful?
if there's just one criticism i would make, it's that the art is somewhat lacking. the flat colors of all the characters and the environments is kind of out of place in such a great game.
Anyway, wonderful work. i'd love to see more from you in the future!
Very sparkly. seems like everything gives off particles! maybe that's why it seemed to run a bit slow?
The gameplay was pretty solid, but fighting wave after wave of enemies can get a little repetitive- especially when there's no real reward for taking them out, and there's no particular hurry to do so. one of the appeals of most shooters is the franticness of them, where you rush to defeat as many of the enemies as possible either for an achievement or for upgrades. i suppose there's an appeal to getting your multiplier high, but it was just too easy. on every level i'd surpass the goal by so much it was laughable. Also, i find it a bit baffling that the only weapon that makes any noise is the spreadshot...
Anyway, I didn't play all the way through the game, but i blame my own impatience, not you. It's an excellent game, and you did very well.
Thank you, you brought up some good points.
Thanks for the 9 :D
Thank you so muchly for this delicious piece of information! time to go add medals to things.
Excellent concept, comptetent execution.
I've never quite seen this particular take on a madness-like game. I find it immensely refreshing and quite fun to boot. What i would recommend making user-defined checkpoints, so that after performing one action they have time to think about the next. Perhaps make a minimum time between checkpoints, so that players can't abuse it. Next, as the down key has no real function, i would take out the rather annoying feature of having the timer run even when standing still, and replace it with the ability to advance time (while holding still) by pressing the down key. Even more, make it so that while you do this, you can dodge a few shots fired from an enemy (but not a salvo). This would work particularly well if you could combine this with the ability to predict enemy actions, even if only vaguely.
More ideas... hand to hand combat, for both the player and the enemy. Make it so that it seemed like a last resort, which it is. Maybe engineer it so that you can only take out an enemy after they try to attack you, as hank usually does in the movies. And add in enemies that spawn as the battle progresses, instead of having them all on the screen ahead of time.
All these ideas spinning through my head... i wish i could make them a reality myself.
I like your ideas!
Is in the middle of the grey side. in other words, start in the upper left, go down 2, and right 7.
just thought i'd say...
...the main game needs no comment, other than "make it bigger."
It's about that time...
After about four days of repeatedly playing through this game (often just to see if the updates made it fully functional) i have finally completed every challenge, won every medal, and seen every aspect of the environment.
or so i hope.
either way, now that i've done all i have to, i can sit down and write a nice, steaming hot review.
I believe the following accurately summarizes my thoughts...
The game was nearly flawless in every aspect, a delight to play, and an attention-grabbing work of art.
I'll spare you the timeline of my play, but...
i found myself seeking more and more areas to explore, seeking out everything that could be done just for the sheer pleasure of exploration. The game is so well-made that i have a hard time convincing myself that i've truly seen everything. I want to go back and double check, looking for anything that i haven't beaten.
Mind you, i hate platformers. but i have this strange addiction to them at the same time. and this is why they are so great... because it's a reward for a curious mind. I loved the aspect of the game that focused on exploration rather than combat, because i love a simple idea executed well.
And now i'm just rambling.
Truth be, most of what i say has been said and thus is not worth saying at all. But now i have a new level of curiosity. I want to know how it's made, how it works, and i ultimately want to see if i can improve upon it.
I know that, for the most part, these reviews fall on deaf ears, so i won't bother asking here.
for everyone else, i'll just leave it at this.
This is a game worth playing, worth appreciating, and worth your time.
A short little tutorial. kinda broken and not all that fun...
Plus i didn't really learn anything. other than some of the features of AS3.
What i would like is a little volume slider thing. those are cool.
maybe a little help with my actionscripting, too.
Anyway, the tutorial seemed kinda... inadequate.
Thanks for the review, but I won't be developing it any more: A little slider thing can be found in the components part in the AS3 Dock window in Window > Components > Etc..
It's a platformer.
Christ, it never ENDS, does it?
failing that, clunky shooting system, awesome powerups (wings and mouth-beam are a bit cumbersome and useless, though) and the random level design made it possible to scout out the entire map just by falling. occasionally that took me straight to the boss. the yellow one just pissed me off.
oh, and i liked the idea that you could tell which platforms wouldn't drop by adding scenery.
Aye, is glitchy. squish deaths while climbing, randomly voiping through blocks, flawed wall-jump feature... everything i say will have been already pointed out, so dontcha worry about that, eh?
as for the music. i believe your problem is how you set it in the flash. sound quality differs by how you put it in. there are four modes for that- start, event, stream, and stop. stream is the only one that will sync each part of the song to a particular frame- so that pausing the movie pauses the sound-and has the lowest quality. start and event will start the sound and not stop until it runs out or is specifically told to (such as with a stopAllSounds(); function). and stop just stops a particular sound. so see if that might be your problem.
as for the platforming, it is critically flawed in that you never have to jump, ever. and you never want to. the wall climb option makes it entirely moot, and it doesn't handle well at all. i realize that there's no friction in the air, but you often can't maneuver in air either, so code that in.
i never lived long enough that the game got particularly tense, but then i realized i didn't care so i started reviewing. now then, i have a request. i would dearly like to know how the falling platforms were coded. i'm quite curious.
difference game, eh?
okay, first thing i noticed is that you're using real pictures. often a mistake. hides the differences TOO well.
the pictures were edited quite well. i couldn't tell what was and wasn't part of the original picture at some points.
lack of hint button, compromised by being able to press tab and the differences would be highlighted. ye might want to try making a custom cursor for the game.
music is good. interface looks nice enough. but ye still have a ways to go... but, uh, try making different games. difference games are kinda boring.
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