Good idea, bit problematic in execution
I think doing a series of drawing tutorials, especially for flash is a great idea. The problem here is that you may need to first of all, make the instructions a little more thorough, and second (sorry) tone down the background. You need more contrast or nobody will be able to read your tutorial.
W00T! Matching turkeys... It's a great matching game and was fun to make W00T!
How is it that people think THIS is a game? It's not a game, it's a flash toy.... Seriously. You haven't any real control over the explosion once you click, it's all dependant on where the random "bombs" end up. I'm getting rather frustrated at how the GoG competition is degrading into "Who can make the simplest game that people will still vote high on". Battlegrounds, for instance, is a game.. this , is NOT, it also violates the first rule of the game! Where are the thematics? Where? I don't see any trolls orcs wizards, goblins, dwarves etc?...
To say the least, I'm not at all impressed with how this competition is being managed, especially if "Defend your Inglor" or this are accepted entries...
lolol did you even try mouse gravity? Thats where the interactivity part is.
An excellent submission
I just have a few critiques.
It was a great idea, but the execution fails in some places.
It also doesn't fit the RTS genre quite well, it's more of an RTAS (real time action strategy) Since RTS usually revolve around a build tree, and force you to start your build process over again each mission with a varried amount of resources.. but I digress...
The issues I had are as follows:
1 - Framerate was rather low on my 1.2 GHZ laptop, but that's normal
2 - Artwork could've been a little more stylized. The animations were altogether rather drab.
3 - The control system basically consists of directing your men to attack different enemies. Since there isn't very much control over the outcome of each battle, I felt very detatched.
That's all I have for now, maybe more later... Good luck
It depends how you play. If you just keep sending your troops, good luck. You have to use strategy; use items, send your weaker units behind the others, use your heal spells, use the mage's fireball.
As for the graphics being simplistic, it's the best solution to counter the lag.
Really good game!
You've done a great job with this. I was enjoying it a lot. Unfortunately, despite the very well done flak cannons and whotnot, in this version the targeting reticle froze on me when I started in easy mode. Love the game though, just thought you might want to update with a bugfix to keep your score high.
A great first game
There is definately room for improvement, but this is a great first attempt.
The concept of the game is fun, but I can immagine how much more fun it will be when you've figured out how to handle dynamic MC's to create enemies and bullets and you can make yourself a full fledged sidescroller shoot-em-up.
As I said, Rock on my friend, rock on...
I have to say, this was a good submission in many ways, though I'll have a few crit's.
Monkeys are fun
The sound was clear
The music fit
The art was shape built, so it looks extremely clean
The Actionscripting was simple but effective
The power ups were a welcome addition
Opportunities For improvement:
Monkey should be able to do more than he does. This game model is so overused it's not even funny. My wife and I created Connectamals knowing we were entering an overcrowded genre, and so we did our best to give it a unique flavor. I could think of any number of twists you could add into the mix to make this game more interesting. I'll leave that task to you though.
Nice work , a good start
Nowhere near a completed product though.
I liked a lot of the game mechanics, but one thing that was severely lacking was any amount of clues.
Like for instance, he may be a beaver, but there's nothing about that tree that makes it look edible. I'd add some bite marks to it. Or create some difference between the interactable items and the "background" items. (use of a fog layer is very good for this sort of thing)
Anyway, I enjoyed it.
This was really well executed to a degree.
Things I would say are almost MANDATORY for a sequel:
1 - Give the bee a hard to use MELEE attack (stinger?) for when amo runs out. The fact that running out of ammo leaves you helpless with no way to get more is really unacceptable.
2 - Paralax backgrounds, even if they're just another class of object that are randomly tossed in, it's hard on the eyes when the background remains mostly static. The starfield effect would make up for this if you weren't piloting a bee! =)
Things that are totally optional:
1 - Give the bee more weapons
2 - Add speed powerups
3 - Add shield abilities
4 - Add a score marker
5 - Divide the enemies into stages bookended by boss battles
Other than those suggestions, top notch really =) Hope you enjoyed making it.
OK.. nice so far
This game is far from done. It's an aim and shooter, but you've only provided one enemy.
Also, said enemy has a chance to shoot you while flying on-screen (before they can be shot to prevent damage) this means you will eventually die regardless of your skill.
There is no way to regain your shields. I would suggest a HALO style shield display, wherein your shields recharge after not being shot for a set amount of time.
Add Photon torpedoes.
Add other obstacles, like meteors etc.
Add a shield bubble effect when you're hit.
Other than that, great job. The phaser following the enemy on a direct hit was a nice effect.
Having a targetting blip around the enemy when you've got them sighted would be a nice touch.
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