Why couldn't you just make W/Up the jump key? Is it that difficult? Having to use space as the jump key hurt this game a lot, as it made it hard to play. Also, the fact that the character doesn't turn when you shoot in the opposite direction--this needs to be fixed. I hate trying to shoot a bat behind me and my bullets won't follow my cursor. Ugh.
I like turtles
I like turtles...
Very well done.
You've got a full story here, great graphics and physics, easy controls, lots of upgrades, well-designed and varying enemies and levels, and boss fights. There's a lot of customization available in this game, and that makes it worthwhile. The only issue is its length...I beat it in about 30 minutes, which is great for a web-game, but it still left me wanting more--after all, it got easy when you had a lot of upgrades, so I was hoping the time span would go further than this.
If you ever make a sequel:
Boss Battle Mode
More enemies and arrows
All in all, great game, one of the best on Newgrounds. I'm looking forward to more like it. Great job. :D
I'm going to assume that it never ends...
Because I got tired of playing. This game, first off, from a "Gamer" point of view, isn't really enjoyable. However, from a general standpoint, this is a great project with a message to relay. Even if I'm incorrect, I took something away from this game, and it's a good piece of information to have. Here's what I got:
The world isn't just black and white, just different shades of gray. It's saying that we're all the same and we all have the same GENERAL mindset, and we can be swayed to either side very easily, based on the people around us. This is displayed in the game when almost the entire wave is a single color, the main character changes to avoid conformity, and his "strong" opinion has changed based on the people around him. When an idea becomes too popular, it creates chaos, and people change their minds, and soon, the cycle repeats itself. I'm having trouble explaining this, but I understand it, and I think that was the purpose of this game.
So it's nice to look at, a good time waster and whatnot, but the message is what makes me vote 8 stars instead of 5. :D
I'd like to see more "cryptic" or games with messages in the future.
Great--with a few problems though...
First of all, I want to say that this game is great! I love the art, music, style, and difficulty. It's really original, and definitely feels like a combo of Pico Blast and Castle Crashing the Beard. It has all the components of a game--a good health meter and damage system, life-restoring items, special attacks, enemies, bosses, and mini-games. But there are a few things that need to be taken care of...
The biggest problem is the difficulty with the final boss. No, he's not insanely difficult, but before you fight him, you expect Johnny and Stamper to be the final boss, and you waste all of your bombs and life. Even if you've played the game over and over, it's hard to defeat Johnny and Stamper without taking massive damage. Hypothetically, if you manage to beat them without massive damage-taking, Waldorf's laser and Karate chops will destroy you completely if you get hit once or twice, especially if you're using Dan Paladin. I'm sure this could be fixed by either making it so that you get some kind of health restoration before the final battle, or weakening his Karate chop slightly.
As for the second problem, it's the accuracy of the bombs. You need to be EXACTLY lined up with your enemy to even hit them, and it's really annoying when it seems like you've lined up with the enemy and you're only a fraction off, and the bomb completely misses. There's no blast radius or anything. I don't know how this could be changed.
My final complaint is the lack of leveling up and power-ups. In CCTB and Pico Blast, a huge component of the games were powering up. In CCTB, you could level up and ultimately make your magic (which is equivalent to bombs) stronger, as well as your sword whacks more powerful. In Pico blast, you could get more powerful bullets, triple bullets and so-on. This component is completely missing from this game, unless you count the differences in stats between players--but that's just lame, what sense does it make to call a slow character with powerful hits 'powered-up' as opposed to a speedy but weaker character? I think you should implement some sort of power-up system, even if it's just bigger bombs for a minute, or more powerful hits for 30 seconds.
Awesome game, art, and style. :D
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