At 11/28/13 12:23 AM, Innermike wrote:
So the real question is why did you bother replying?
Because he's childish and was trolling.
OP:
It's a decent concept, but the execution could be improved. Having the character sit in one place and never need to defend himself makes the game lack variety and re-playability. Allowing the player to move the character around, and having the enemies attack, would make it a lot more fun. You could also get rid of the timer and have the round end when the player's health drops to zero (or not, just a thought).
Having the unlockable powerups is a good idea; I would expand on that. More powerups would give the player more incentive to keep playing. A projectile weapon powerup would be neat, or dual wielding for a faster attack speed. Anything that the player can work toward that is basically a "game changer"; something that can make play the game in a slightly different manner.
Also, like the two posters above me, I did not like the graphics. You don't need to be a renowned artist, or have access to one (though it does help) but you should put a little more effort into your assets. Especially the buttons: there is no discernible theme or style to them. Some have thicker borders than others, some have gradients while others have striped backgrounds, some have hand-written words and numbers while others have them typed, some are dark while others are light, et cetera. All of your buttons should be designed with the same theme. Look at how the buttons on Newgrounds are designed for a good example of that. I also recommend using a sans-serif font. Using serif just looks goofy in that context.
Personally I have no problem with the custom cursor per se, but I don't like the level of inertia that it has. If you right-click the SWF application to make the operating system's cursor appear you'll see that your custom cursor really lags behind where the cursor actually is. Makes it feel unresponsive.
And finally, in my opinion, you should use a 16:9 aspect ratio. Widescreen rules.