It's an interesting principle, and it makes for some fun gameplay. I do have a few gripes though... it's a little tricky figuring out what direction/velocity yields the best results and though that's part of the core gameplay, it might be nice to see some sort of indication of what your previous move(s) was/where so you can more easily offset your next one taking into account the results of your previous attempt. Also I found that the air/surface friction of the cubes and the projectiles are pretty strong. I've seen some constructions that held on that would've been impossible in any accurate physics simulation.
In any case, keep up the good work!
How in the hell are there people getting 150K points?
Anyway, the concept is pretty funny, would've been a great competitive game if some people didn't cheat like this.
I'm not sure what the deal is, but we've put in anti-cheat measures into the sequel. :)
I love the gameplay, I really enjoyed the story and it doesn't outlast its' welcome. A very well balanced package of 'win'!
The gameplay is ace, the graphics are pretty good (I love the pixel, can't help it) sounds and music are great and the story...
I can't wait for the sequel. I played a bit of the new one though, and the gunplay gets tedious quickly, which is too unlike this game (which is just all fun) for me to mention it here.
This one is a 10/10 though!
Great 'exercise' game! Seeing and typing words you rarely encounter in actual situations is great mental practice! And it's fun to boot!
The underlying concept of this game is pretty cool and I like the way you made it work. I did find that there isn't really a gradual increase in difficulty with the levels though. Some of the early levels where a lot tougher than some later levels. It also felt a ted repetetive half-way through because of the limited game elements.
Still a pretty decent game overal, hope you'll make another (better) one!
Not much of a game
There's some neat ideas here, but when you get down to it it's not much of a game. All you have to do is press the upgrade buttons in time and use the cannons when they're charged and have something to shoot at.
It's not that addicting because it gets boring really quickly. There just isn't that much "skill" involved.
Upgrade Complete: Awesomeness!
This game is awesome! I had a lot of fun blasting the ever-increasing mass of enemies (though they wheren't exactly tough) and the fact that the program itself is upgradable makes it all the more awesome!
It's appetizing, tastes like I want some more :)
Excellent game! I love how there's a strong element of tactics there as well as just being handy with a mouse. I hadn't figured you could play as the other 'races' aside from ants, I suppose that's where the reset game comes in, though I'd much rather pick a race to play instead. Also it seems that fighting the queen is optional as finishing level 8 brought me to the main menu again, rather than pitting me against the queen right away. Not sure that was intentional.
Hope you fix all that and add more levels. Maybe release it as an extended version?
Could've been better
The idea of this is pretty good. The levels look pretty nice, I especially like the layering you did in the background and using the original sprites makes it breathe oldschool, which in this case is a good thing.
The collision detection is a bit iffy at times. Sometimes I shoot through enemies because they're too close and dying & restarting is a pain because you're stripped of all your weapons. I realize this is how it was done in the original but that's where you could have done a concession to keep gameplay up.
Besides these minor gripes there's something else I'd like to address. A few things that worked well for Doom (no vertical aiming for instance, and enemy behavior) don't transfer that seamlessly into a different genre. The fact that enemies can be on a slightly different vertical plane than the barrel of your gun, something you can't well compensate for if the enemy's lower and you're already standing on the ground, creates a form of artificial difficulty that doesn't help the gameplay.
The way spectres act worked fine in Doom because you still had 3 other directions to move in (back, and to the left & right) but in the platformer it's a different matter because you're standing on the ground and the enemy's in your face. If you happen to be in a low corridor or backed against a wall that leaves you only 1 other direction to move in.
These kind of things don't transfer directly between these 2 game types and they're things that can make or break the game experience. If you attempt this again, that's something to take into account and take steps to remove those problems.
On the whole, it's a nice enough attempt though.
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