I've seen countless variations on Cthulhu. Dare I say...this tops Cute-thulhu?
I've seen countless variations on Cthulhu. Dare I say...this tops Cute-thulhu?
I understand that this is a work of fiction. I just hope you're aware that the sun is not scheduled to supernova in 15 billion years, or even at all; It is not nearly massive enough. Instead it will gradually expand to roughly the orbit of Mars, becoming a red giant, until it fades away into a brown, then eventually black dwarf star. This process should begin in roughly 6 billion years.
Anyway, your animation is fair, I just didn't see much point or story to this. Other than maybe a metaphorical reason to hold a grudge against science? Because a few people can have very large, far reaching, bad ideas? Hate the player, not the game.
Yes , this is 100% fiction and i want to thank for for setting me streight about our sun going nova. In the future I will actually do alittle bit of research before just throwing something out there that isn't at least semi factual .
This was short and sweet, with some pretty wonderful animation. While it may be a direct parody of Rogue Legacy, this could really speak for any hack n' slash or dungeon crawler. I especially enjoyed the UHF reference. Nice work!
I wish I could be more positive, but there are quite a few problems with this game.
First and foremost, everything seems to be pushed to the left side of the screen. There are very few enemies that show up on the the middle/right side, unless it's a large wave, spanning the entirety of the screen, and they only appear in the first few levels. Throughout the game, there are even enemies that are mostly obscured by the left side of the screen because they are pushed so far to the left.
There are some waves of enemies that seem like they should be appearing from the extreme left or right of the screen, but suddenly spawn near the middle with no warning, causing damage to your player. This seems like it is linked to how offset the game is to the left side.
It is nice to have two modes of attack, but having one destroy bullets (wave) and one only damage enemies (trident) makes one far superior to the other, especially when they seem to deal the same amount of damage. I used the wave through the entire course of the game for it's obvious advantages, rendering the trident completely useless. Also, the power-ups seemed to have only worked twice. With the trident upgrades, you receive a (slightly) left and right angled shot after collecting two upgrades, respectively. With the wave, you get get simultaneous left and right shooting balls that get bigger with the second upgrade collection. After that, the upgrades seem to stop working. This is also another advantage to the wave attack, seeing how you get both a left and right attack upgrade, further rendering the trident useless, as it upgrades slower.
Another one of the more major problems with this game is that every single enemy only dropped one coin. Small enemies, big enemies, bosses; every one only dropped one coin. This, coupled with the fact that the upgrades were disproportionately expensive turned the game into a boring grind, especially in the early levels. I had to repeat the first and second level several times to upgrade my attacks enough to beat the second boss.
You certainly have some potential, but this stuff needs a lot of work. I hope to see more of your work in the future!
I love your work Hyptosis, but this game has got some serious problems.
First and foremost, not enough water. I worked out a few times in the beginning, and regretted it for the rest of the game. It seems like finding water while searching for food is more rare than finding it while traveling, so I spent most of the game resting for 4 energy a few times, just to travel, and repeat. It wouldn't be so bad if there weren't bugs that stop you from getting the majority of your water; If you kill the crazed man and take his things, you should get 10 water, but it does not register. If you tell the man to drop his backpack and then take it, that water does not register either. It seems like a few other numbers reduced drastically when they were supposed to increase, but I can't be sure. The fellow traveler and safe-house water seems to work fine though. I ran across a few other bugs, like when you find the woman crying, rocking back and forth, I tried to help her, but the screen goes dark and the same choice reappears over and over again, forcing you to run away. Now, running away is probably the correct choice, but the choice itself is missing.
This game has all the quality, artistic style, and quick fun that your games are known for, and while I was able to get to the end, it definitely suffers from these serious bugs. I also thought you should know that the medals don't work, but this had no influence on my rating.
I really hope this gets fixed soon, I'd love to play the game for what it's supposed to be!
This game was really fun, but is marred by some bugs.
The flags don't seem to work properly sometimes. It looks like if they are too close to their respective shelters, the defenders cannot seem to find them (sometimes). During my game I have experienced my soldiers circling houses to no end, or running into other shelters and staying there, with little to no response to passing monsters unless they nearly ran into them. This problem was fixed by moving the flags further away, but some levels really require strategic flag placement.
Level 3 was exceptionally difficult, and being that it is an early level when little to no skills are active, it was a bit of a road block. Now, I enjoy difficult games, and after a few tries it was beatable, but the rest of the levels were easy in comparison, especially the last 5. This is where the game seems a little broken. I think the drop in difficulty comes from the type of defenders available. The hazmat pyros are definitely overpowered, and any level that they were available was easily 5-stared in one try. Having said that, part of the fun of this game was the number of different defenders available, and learning how they worked together, but there really weren't enough combinations to keep it challenging.
Lastly, as the other reviewers have pointed out, most of the medals don't work - This has not affected my rating of the game, as I see them as a bonus, I just think you should know that they don't work. However, another problem I've run into is that no matter how many times I perfect the last level, it will not register as 5 star completion, or any star completion for that matter. It is always stuck at 0 stars, leaving me unable to collect the last skill, and therefore the last in-game achievement, etc.
Despite all of that, this game was really fun. You have a really cool art style that is seldom seen, and the game play was quite unique as far as tower defense games go. I can't really think of another TD game where the actual attacking takes place around the towers, and the towers themselves only provide upgrades and movement restrictions, so that was really cool. I think with some serious updates (or maybe an improved-and longer-sequel?) This could easily become 5 star, front page material.
This is extremely impressive, and even more so considering you only really used one knife! The hat and ears are a nice touch, they really add to the visual appearance during the day. Congrats man! Let the battle continue next year!
haha I was happy to place in the top 3 for the 4th year in a row, and flippy was fun to make, and it was even more convenient that the whites of his eyes made the perfect ears - the hat was a challenge .. didn't have a real army beret to use so I used a wool cap hehe and attached his crest onto the side of it..
and yes, there were a lot of good artists that contributed this year - I am satisfied with the placings :)
thanks for the review!
This lady's got the thickness.
Can I get a witness?
This lovely lady's got the thickness.
Can I get a hell yeah?
I can't believe how smooth the shading is on this. Absolutely incredible.
Can You See?
Joined on 12/2/02