I found this game to be just okay. It didn't seem to have good graphics. It was just a tank blowing stuff up. I guess there's nothing wrong with that. It's just that it went on like that too long. It was quite easy to understand.
Maybe I should stop giving that as a compliment. I should want to play games that make me think more. Even the title is generic. There's still nothing wrong with this. I'm not sure if you had to collect the ammo or not.
Not a bad game. It was pretty easy (too easy), and the difficulty was non-existent until probably the last level, where it *sometimes* took two shots to kill a ufo -- pretty much what other people have complained about. But, I personally enjoyed the powerups and found them to be pretty useful. The time freeze + "bomb" were neat ones, and you could pretty much rack up huge combos with it. But that combo was useless around lv 17+ or so, since the bomb didn't do sufficient damage (probably the only thing that things were actually getting "harder"). So, if I were you, I'd keep and/or add more of these unique power ups -- I'm sure some players will find them useful, if not enjoyable.
Maybe in the next version you could also add different gun powerups (which "stick", rather than being activated and then recharged, etc.). This could open up room for strategy regarding ammo: players can decide for themselves more damage, or more ammo potentially wasted per shot (ex. spread shot vs. uhh, 'super strong straight-line-shot').
Game Idea: Awesome
Backround Music: Standard
Game Type: blaster
Comments: a simple alein blaster
For the Maker: it was ok but still fun
Not a bad idea!
I'm giving this a Six cause the idea had merit and potential - but the game really isn't much. Though I love the idea of how the ammo was spent, thought the graphics were nice and even music and sound effects were decent - this game falls to one simple thing - BALANCING.
Yup, as others have stated before WAAAY to easy, one shot kills all around, no heavy spawning, just a monotonous BANG to the right and BANG to the left.
Having multiple kills was almost impossible considering you killed everything in one shot, and spawning rate was so slow. Powerups were, of course, useless.
As I've stated in many of my reviews before - if you wanna add content it's gotta have GAMEPLAY MEANING. Having a shit load of powerups is cool and all, but if you don't use them in the game than what's the point?
Now the one GREAT thing was how you reused your own ammunition - that was pretty cool. Now what I would do - is instead of giving you such a quickly increasing amount of ammo (I got to the 200 by level 8 or so), Limit the amount of balls much more drastically. like 5 or something. That way, even without a lot of spawning or extra health for aliens - you'll create harder and more innovative gameplay. Once the player HAS to start collecting the balls he's dropped, yet he can't control the amount he's shooting (as in he spits out ALL the balls at the same time) - you'll get great gameplay value.
Powerups could be adding temporarily more balls to shots - as you've done with the spread gun and such.
Basically if I'd go for a remake I'd rely a lot heavier on a minimal amount of ammo and the need to collect it!
Hope this helps, and that I've explained myself clearly.
Thats some great feedback .. Thanks for that, looking at what you and everyone else has said gives me some great ideas for a v1.5 ..
Played it all the way to the end just to see if it got hard at all
the upgrades weren't a needed and managed to complete the game without using one
the hardest aliens could still be blown up using one shot if hit full on and weren't moving fast enough to only get a light peppering.
was hoping for a boss to use the power-ups on but one didn't arrive left feeling empty after no climactic battle
I feal a sequel coming on :o)