faithful representation of the tron game
but i honestly couldn't get past the second level. honestly, spent fifteen minutes on it and said fuck it. but yeah, if i had a joystick it would be like i was playing the real thing.
good game but too small, honestly. i appreciate the attention to detail but as soon as you're going over 100 kph performance matters over every little detail. very frustrating sometimes when i could see every detail on the cars i was ping-ponging against because of the fact that there was too much going on that i lagged.
interesting idea and pretty fun though,
yea knew that java might pay off some day. great game. would love to see more levels! make another!
Good but needs work
This is a very interesting concept for a horizontal shooter. The idea of in-game auras that change not only the players shots, but also the enemy's shots as opposed to upgrades or power-ups solely for the player is really fresh. The fact that aura locations come from enemies with the various auras charging you and release their auras at different locations means the paths your shots take are never the same twice. And that's really fun-until you die for the Nth time on level three.
The problem with this game is not that the bullets are too numerous and random, that's a necessity of using auras. The problem is that your ship really doesn't stand much of a chance. Certainly, it has a human (you) piloting it, but really you're flying the same ship as the enemy-a line-of-sight peashooter that goes down in one hit. In order for the ordinary player to be able to stand up to those later levels, they're going to need some sort of way to up the ante. Give them a health bar. If the player's ship was a "line-of-sight peashooter that goes down in three hits," instead, I'm sure people would be eating this game up.
All in all though, it was creative, fun to play, fun to listen to, and fun to look at.
Good but may be broken
I like the concept, and it seems to be pretty well constructed. Playing with the infantry, grenadier, and caterpillar was fun but I couldn't unlock the other classes in the shop. So, I closed my window and reloaded my campaign and went to the shop, and seven or eight new classes were unlocked! It worked out, but was a little bit of a pain. Other than that, a pretty fun little game.
Very important that flash artists protect their interests on this pirate-laden sea of information called the "intarwubz." This might make a good addition to the tutorials section, given the ever expanding abilities of the NG API.
"This is a fundamentalist welcoming to the NG API and only focuses on the simple parts."
"This is a fundamental welcome to the NG API and only focuses on the simple parts."
Sorry man, the grammar nazi dies hard.
Not bad, pretty fun
Minimalist tower defense, with an interesting spin on how you can give out stats to your towers. My one complaint though is that it's difficult to determine effective range and effectiveness of the damage you chose. If you added a grid, or something to give us some idea of exactly how far a tower's reach is, it would add a lot to the gameplay.
Also, all your towers are red, despite the fact that you may have towers specialized for damage (red), range (blue), or speed (green). What could be an interesting feature is if the tower color changed based on the stats it had. You could use the values you chose for each stat to correspond to one third of a RGB color code.
For example, say you had the basic balanced tower (Damage: 10, Range: 10, Speed: 10). Since it looks like each has a range of 1-50, all you would have to do is multiply that value by 5, and you get a useful integer for RGB color codes. In this case the balanced tower would have a R (damage)=50, G (speed)=50, and B (range)=50, which would result in a white tower.
If you had a tower that was stacked for damage and range (say, Damage: 22, Range: 23, Speed: 9) you would end up with a tower that had R=110, G=45, and B=115. This gives you a nice purple color, indicative of the fact that it's leaning towards an even balance of damage and range. This would be a really neat kind of idea, and I bet that this feature would make it front page worthy.
Anyway, i'm gonna get back to playing this bad boy. Good job.
Try uploading this to the alphas section
Lookin good, but it's pretty broken my friend. Maybe you should remove it and upload it to the alpha's section. The people there may have actual useful tips on how to fix it, or get what you want done done. Here's what I saw though:
-all the colour selections work
-art style looking good
-the leggings selection buttons (1 and 2) work
-the "Hair," "Face," "Body," and "Shoes" selection buttons don't work
-none of the "None" buttons work
I hope you get the fixes you want, and get this back on the portal. Looking forward to seeing more of your work!
I thought it was going to be a parody
But, it wasn't. It looked like it was promising for what it was though, but the thing is that I couldn't see about 40 pixels around all the edges, like, the window was too small to show the whole flash. MIght want to check that out.
It is exactly what it says it is
Interesting concept. Provided a little fun and is fully functional. It's a little difficult but when you get the timing juuust right...
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