Score: 8
"Hmm."
date: November 12, 2009
I bought the biggest weapon outright, breezed through the first ten levels with turrets, and after that, I stocked up on only ammunition and castle health and got all the way to the end. The brute force approach to RPG's never fails.
In any case, I have a few comments about the game. Obviously this version is concrete, but you mentioned you may be making a new version, so this may help.
First, naturally the weapons are a little anachronistic, but it doesn't seem like it during the game play.
Second, I think the graphics aren't bad, but it would be better if everything mimicked the Super Mario games, rather than mixing raster and vector styles. (On that note, the frame where Toad announces the upcoming enemies has to go. Good grief.)
Third, the turret programming is poor. One possible method is to compare the distances of each enemy to the turret, select the enemy with the shortest distance, calculate the angle between the turret and the enemy, rotate the turret toward the enemy (at whatever speed you want) and then shoot. With the current programming, the turrets just nod up and down and shoot once in a while when something catches their fancy. This wasn't a pivotal part of the game play, so it won't affect my rating, but it needed mentioning.
I'd like to see some more expensive items along with a steeper pay rise. This way the user feels like they're growing as they play, rather than just enduring another level. Every game should have some sort of prize. (With the current set up, the user can buy whatever they want from the very beginning. Why bother?)
I'd also like to see more enemies. Bullet Bills, Lakitus, Chargin Chucks, Magikoopas, Pokeys... you know the drill. The sprites should all be online, it's just a matter of programming the motion.
Graphics: 7/10
Game play: 8/10
Replay: 8/10
Overall: 8/10