Dim Star
A joint collaboration! However the reference to "you" is to whoever it may concern to take on the criticisms. I see both you have submitted material already.
The game is a simple shooter in which a side scrolling turret {manually controlled} fires white squares at stars which display their life in numerical figures. They display how many hits are needed to eliminate them. However there is nothing else. This makes the game pointlessly short. The counting is fixed and is not determined by any other factor.
The actual control of the turret and firing mechanism is pleasing. The speed and fluidity of repeated firing is satisfactory. However a major problem exists the game's design - there is no aim. This refuses determination to replay it. The golden rule of video games is to create an experience; this can only be achieved by creating a goal {a purpose} and making a clear distinction to the player that he/she has either succeeded or failed to reach it. Without this it is like a chocolate cake without the chocolate.
Some methods of improving the game, already recommended by former reviewers, is to create threats to the turret - {"should have made it so things could kill you" - polyrhythmm}. These could be natural threats like comets, disasters of natures or living threats such as alien spacecraft or enemy turrets. Even simple shapes that must be avoided would be fundamentally appreciated.
Perhaps you could force a time limit on the stars as a wave. Place a set {or random} number of stars and give the player a set amount of time to shoot them down, then gradually increase the difficulty threshold. You could add new targets which move or even turn into threats. There is a fine basis for key developments so try implementing some or all of them.
Graphically however the game is lacking huge substance - in some areas. Firstly the drawings are simple. There is no real sign of major skill or artistic ability and the numbers are pre-packaged fonts. However the animation is very smooth. The circles move flawlessly across the screen and even bounce off the walls without disruption. The special effects on the turret when a star disappears is a highlight.
This links in with your details which, apart from what is already mentioned, clearly shows massive failures. The background is a basic brush of purple with a white line curving at the bottom. Everything else is colorful but rudimentary, although the turret looks a little pretty. The real task for you now is to focus on the parts which look dull and lack effort.
For sound, there is marginally positive criticism. It is nice that you decided to implement music although a mute button would have been respectful. It suits the game fairly well as it captures the feelings of ambient stars. However the game needs sound effects. There is no short burst of original sounds anywhere. You need to incorporate either a magical blast or a mechanical shot from the turret and blow us away with a cool starry explosion. This would make the game more atmospheric.
In conclusion, the game is on the first rudder. It has promise and tiny moments of mediocre joy, but fails in spite of some minor graphical treasures. The problem is game play - there is none. Interactive components alone cannot stimulate an enjoyable environment. But the concept is pretty sound so add the inner organs to this skeleton and it could lead to something very exciting.
The main reason why people play games is for the experience. It creates a distinctive memory; much like a movie would, and imprints it with clarity. Not only that, it should be a proud achievement for anybody to make such a game. It would an honour to play an upgraded version so send me a PM if so. I'm not a flash artist so check around advanced tutorials or ask good flash artists if you should require scripting for game play additions. Good luck!
Sammi
* * * { 3 - 10 } "Lacklustre"