This game is really interesting... Great Job! :)
Thanks, much appreciated!
Good story and enjoyable gameplay. Overall, I like it.
Thanks, glad you enjoyed it!
The storyline's really good, as usual with your games, both the immersive setting and all the little jokes.
I encountered a lot of lag, not so much that it was unplayable, but enough that it was annoying.
I find the gameplay okay, nothing great. I think I'd like it better if you could move around smoothly instead of jerkily moving along the grid.
The white squares in the background make it difficult to see. They're at least part of the reason I haven't been able to complete runaround yet.
I'm encountering a few errors. Dampened and patience are marked as new even though I've already completed them and whiplash is at 100% but won't unlock.
What is the save system? The reason I ask is because I have two separate saves on Chrome and Internet Explorer. Also, what makes this game technologically superior to Electrikill? So far I prefer Electrikill in every way.
Well, thanks a lot for the writing compliment - I honestly was afraid this time it wouldn't be worth reading, but people seem to enjoy that part so far. Glad to hear it.
The save system is just straight up Flixel FlxSave, so nothing fancy there. Nothing server side, so it makes sense that two different browsers would store different saves. Usually I see flash games reset even on a per site basis with the same browser.
As for the lag, that's unusual - you're the first to mention that of the reviews so far. I'll look into it to see what's up with it. Always possible I have something going on that could be coded far more efficiently. In fact, change possible to 'definite'.
Someone else mentioned the 'new' errors - I'll look into it. With Whiplash, someone else mentioned getting to 100% on a level, yet not having it unlock. The thing is, it should never say 100% - if it were that, it should just plain unlock, so you're probably on the cusp of it. No idea how that's happening - I coded it with a pretty straightforward, simple function (Math.floor(CurrentStat / TargetStat * 100)), but clearly I made a mistake somewhere and it's rounding *up* at some point in the chain. I'll figure it out.
The superiority is nothing that would be evident from the game itself - it has everything to do with the code. Electrikill was a complete and utter mess. Utterly inefficient with colossal errors that weren't evident unless the game was played for long enough - then, they were game/save breaking. Graphically, Electrikill was better for obvious reasons. It had a more coherent storyline, greater enemy variety in a technical sense, etc.
Here, I have far more diverse modes of play - they're very simple, but still, the levels change far more radically than anything Electrikill ever did. The code I have for everything from the enemies to the layouts to everything else is smoother, easier to read, more efficient in general. Also, the save system works even if someone has cookies blocked - that was the king of all failings, because I didn't even think to set up a redundant save system. People were playing level 1, and then having no progress even within the game itself if they had cookies disabled. A good amount of testy people on that one.
On top of it all, I coded it up in a fraction of the time Electrikill took me. At this point, so long as I had the assets, I'm confident I could replicate Electrikill in mere days at most and make it vastly superior in the process.
Edit: Errors squashed. The 'new' stuff was just an oversight on my part - it stayed in place for any level past 10. The other one was tracking the wrong stat, fixed now. So, now it's just a question about the lag - I'll check into that.
This was a pretty strange game. I could have sworn that I had played a game that had the exact same medal design. Maybe that was another game you made? Anyway, it was pretty interesting to see how such a simplistic design could be so complicated. It was also weird with how you had to do certain things in order to advance to the next level. The sounds are pretty good, too.
I just didn't think it made much sense. I was afraid I was going to die after getting hit once, but it took a long time for me to lose the game. You didn't even have to lose the game to not be able to advance. Oh, and it helps I got a bunch of medals. This is a very weird game, but something I would still recommend.
If by medal design you mean the icons, yes - they were pulled off what I made for Drone Assault. I figured it'd work fine here.
I'm glad you found it fun - more glad that you found it strange! It was a joy to create, sitting around trying to think of how to make the gameplay differ despite using only a real, real limited set of graphics and rules.
It's okay, a bit glitchy. sometimes after playing a level, it will still have the "New" part still under the name. Overall, pretty good!
Thanks, glad you liked it! I'll look into the 'new' and see if I can patch that up.