Score: 7
"Some High Points, Some Low Points"
date: May 9, 2006
There are some definite high points to this game. The first of which are the graphics. I will admit that at first they sort of threw me off, but once I realized that you had sat down and physically drew them, then SCANNED them into the computer I became much warmer to the idea. An explosion for your ship would be cool, just to add a sort of closurr when you finally make a mistake and run into a civilian ship. The overall concept was fresh as well, haven't seen something like this before.
About the concept however, there are a few refinements you could make. First of all I would suggest lives, or some sort of auto-shield, simply becuase that since it is a game of timing, one mistake could ROYALLY bugger you, and some leniency is always good. An alternative to this would simply be a weapon that could only be used a few times that cleared the entire screen. Second of all a moving background is nice, but not necessary, and maybe varying enemy ships or astro-junk to run into.
Overall the game is good, and it is a concept that could be developed further to reach an awe-inspiring potential. Just add a few things, and keep what is good. Keep the graphics, keep the style, add some stuff, and in the end, you'll keep the excellence.
Author's Response:
Thanks for the AWESOME review.
Glad you liked the gfx. Just meant to be distinctive.
A lack of a player explosion was a silly omission.
The concept just came about as I was trying to make a really simple (in terms of game rules) timing game.
The stuff you suggest would take me slightly away from my original vision, but as a few folk seem to want this to be really expanded, I think I'd like to try doing that.
I'll have a long think when I come to doing that (won't be for at least a fair few months probably) and this review will be quite useful.
Already sparking a few ideas.
Top review. 9/10.
Very, very useful.
Thanks man.