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You should re-post the translation of the controls in the author comments section, for starters.
Now, graphics-wise, this is beautiful. The graphics are good-looking, the movements are fluid, all in all, great job on the visuals.
Audio, nothing to say against what you got in there. Sounds are adequate, discreet, as in you don't get your ears pierced everytime you fire the laser, lol.
Gameplay. Okay. Honestly, I tried. And every time, my life just dwindles down and I die. I tried staying in place. I died. I tried to find a place with "sunlight", but couldn't, and I died. I tried shooting stuff down, I died faster. I tried to let enemies hit me, I died even faster. I tried shooting the laser, ate all my energy reserves and I died. So, I have to say, I didn't get it. I feel as if the gameplay elements can be clarified in game, without needing any language to support it.
I don't know, add a really clear distinction between the light zone and the dark zone, have arrows pointing to charging zones, start in a charging zone and show the light going away so the player will understand he needs to follow it... there a a gazillion options, just find one that fits with the project and clarify.
Oh yeah, maybe a status screen at the end of the game, telling you how many enemies you killed, the solar power you collected, the energy you used, the Vermillion you gathered and the cash it gave you afterwards. Etc... You can add whatever you want on it, maybe just a few infos, maybe a ton, whatever fits your style, but the end of game status report is a must.
Upgrades. I couldn't upgrade. I had the resources, but I just couldn't.
Well, of course the problem with posting on an international portal is that the common language is often English. Obviously, Portuguese speakers will have no problems, but the rest of the interwebs are having a tough time.
Some of the audio you mentioned is actually missing at implementation (IE the ear-piercing laser sound etc). It is in our sound project, but I ended up not implementing it.
The life dwindling thing is an issue I have to investigate, it happens to some users but not all.
I have trouble reproducing the bug locally. When the game starts, the whole moon is actually illuminated, which is somewhat confusing as the game itself is dark (you should recover energy wherever you are as long as you stand still at the start). The only charging "zones" you can have are created by deploying solar panels.
The status screen was actually going to be implemented, it is not hard to do at all - but the deadline came and I lacked the couple of hours to finish it. I agree with you on this one.
The upgrade screen seems to work only after a page refresh, for some reason. I might look into it.
I agree with the common language being English, but we didn't have much of a choice as the project itself was in Portuguese.
Thanks for the thorough review! I really appreciate it :)
it alright, even with out the right language, i still got that a space mission to the moon uncovered some artifact that triggered some alien stuff, not too generic 2 stars, i'd be better if you had a mini map to little heads up about your surroundings but still good game play, that and the moment is fluid and the shooting style is good so there a star there for getting the basics down right, i kinda wish when u killed the creatures, there bodies didnt evaporate and there was like some green blood or something, also since its the moon maybe throw in some tire tracks and when u run over the bodies, ur tracks are all bloody and stuff, but besides that, its not too too bad 4 stars total, plus one for just all thos dumb comments =D
The mini-map and leaving tracks behind were in the original mechanics for the game.
The trail/tracks system was actually in the to-do list up to the end, but didn't make the release because of the deadline.
The mini-map system was dropped with the removal of the pause system from the development cycle.
The "evaporation" was actually supposed to be an explosion animation, which we also couldn't make before the deadline (plus, there is the whole 'soundless explosion' issue because it's in space).
Thanks for the review,
WOOOW!!! THIS IS THE BEST GAME I EVER PLAYED haha my ass'
I appreciate the constructive criticism and thought put into this comment.
As always, thanks for the review,
Surely better places to host this than on an actual gaming site?:
The university I study in required this project to be hosted on an international gaming portal; not doing so would result in a noticeable reduction in our resulting grades.
Sorry for the inconvenience,
Well. I think it could be fun, but I honestly have no idea what I am doing in the game. Is this a survival thing? Are we looking for a destination? Maybe, and this is just a thought, but because the game doesn't provide English instructions you could post them in the authors comments? I was able to tell that the red zone kills you, the projectiles from other creatures kill you, you heal slowly over time, you have a radar that shows something, you can drop things that do something, and that after a certain amount of damage you can't fire your weapon any longer. Please post instructions. Thank you.
As it is I have to rate it a 1.
Thank you for the review,
As it stands, even the instructions in Portuguese are fairly incomplete due to lack of proper planning during development of how to represent all the mechanics available without having to introduce 5 pages of text which would pretty much drive any player away.
It technically is a survival game, although within the game's story you're actually playing a defense game. The red zone delimits the area outside what you're programmed to protect, entering results in pain and suffering. A fair amount of the concepts brought into the game were directly/indirectly translated from the short story "I made you", which makes for somewhat awkward gameplay.
Here's the info you asked for:
The radar displays a ground enemy's position and it's threat type upon collision (minor,medium, large threat - represented by a circle, triangle and star, I believe).
The controls are as follows:
WASD- Directional movement
2- Activates/Deactivates turbo movement, which is noticeably faster but burns your batteries.
Left-Click - Double Machine-guns
Shift + Left-Click - Laser
END - Activates magna-launcher (I believe the projectile for this has broken within one of the last updates)
1- Installs a solar panel, which serves as an energy reserve
Space - Plants a mine
Hold Space - Charges up an EMP blast which deals heavy damage to attached and nearby enemies, this costs no ammo but consumes a fair amount of battery (up to 25%);
Insert - Attaches/Deattaches the player vehicle to a building; attaching yourself to the leftmost building will disable all your weapons, attempting to activate a weapon while attached to it will instead consume your Vermillion(ingame currency) in exchange for more ammo/charges. On the other hand, attaching yourself to the rightmost building leaves your machinegun enabled and consumes battery, but gives you a steady income of Vermillion.
On the left panel, you see upgrades acquired via the game's progress-assurance system. Basically, every time you kill an enemy of a certain type, they start taking a slightly larger amount of damage from thereon. The life and battery bonuses are based on how much damage you took/battery you used, making it so players who have trouble avoiding enemies/saving energy end up with a tankier tank faster, and as such are able to progress within the game.
On the right panel, you see the upgrades you can acquire with money, which is awarded after every death based on the Vermillion acquired during the run. The upgrades are as follows:
1- Increases starting machine-gun ammo and limit by 100.
2-Increases starting laser charges and limit by 1.
3-Decreases the price of ammo/charges in the game by 20% for each level, up to 80% off.
In a timeline parallel to our own, a new element (Vermillion 299) was discovered during the moon landing in 1969. This new element became a subject of studies for decades and after the incident in Chernobyl became a target for energy-related tests. In the 90's it is discovered that this element is capable of catalizing a cold-fusion reaction - and at that point the international conflict starts, similarly to petroil-related wars.
The moon's territories are segregated among the mightiest nations. You play the game as a conscious, automatous robot developed by the USA to protect the zone codenamed "Red-Red" by the military. You're deployed in 2013, with the declaration of a third world war on lunar soil.
Thanks for the review,
The explosive sequel to the hit game Strike Force Heroes!
basketball with 16 levels plus 30 second dunk fest
Defeat the enormous mechanical beasts--and become one of them.
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