Excellent weapon variety, art style, and impact. This is a really, really satisfying game, though a little CPU intensive.
I love how the execution move leaves the enemy's head on the lead pipe; that was a nice touch.
Things to may want to improve on, though:
-The execution is far too slow to be efficient. In the time it took I could've killed ten more guys.
-Some weapons are overpowered in the hands of enemies. I know this is kind of naggy, but one single proximity mine took me from 75% health to zero for some reason.
-Make it a little more clear which weapons are dual-wieldable. I didn't know I could dual wield lever shotguns until I picked one up for ammo while I already had one.
-On the scoreboard, there needs to be a rank for a headshot that gibs people (Grenade dart, prox mine?) and a midair headshot that gibs people.
-There are a lot of different shotguns. Not necessarily a bad thing, but I find it a tad unnecessary.
-Perhaps different melee weapons too? One that swings faster (Sword?) or one that does extreme damage (sledgehammer?)
-An editable loadout. Starting off with one beretta and a tommy gun is nice, but having a set of low-tier weapons to choose from would be sweet.
This game wins at everything because it lets the player win at everything. That, and it's funny as heck.
And, @Chaossieg: You get that one by holding the jump button for a certain perioid of time (about 10-20 seconds, I think)
A strange mix
A mix of fun and frustrating. It's fun because this, although you did a nice job of disguising it, is a melee-heavy third-person-shooter, a la Unreal Flash. This, however, causes some problems with the RPG elements. There's a "missed" sign for one...It's seriously annoying to know you've lined up a perfect headshot, but the game didn't give you the hit just because it didn't feel like it. Even more so when you've just shot, WOULD've landed a headshot, but the game misses out and lets the opponent kill you instead. That, and the block rate is annoying; BLOCKED BLOCKED BLOCKED BLOCKED starts getting odd once in a while. Other than that, a very solid game.
You've got some good ideas in this game. It's highly derivative, though (*cough*devilmaycry*cough*), and some elements of it don't work at all. For example, the stylish points bar. DMC had ranking such as "DEADLY!" "CARNAGE!" BRUTAL!" while this game..."Dull". That's the only ranking I've managed to get, because I can't extend a combo at all. Switching swords doesn't do much. Using guns doesn't work because the character doesn't aim at whoever he's supposed to be aiming at. This causes the game to fail at one of the things DMC is known for: Making the player feel powerful.
However, I must praise you for the awesome-looking HUD, even if it's a bit ripped from DMC. The character art is nice too, though could use some animation/pose work. Overall, this succeeds as a flash, but fails as a game.
I love how everything is so slick, from the feel of the controls to the graphics. Controls can be just a tad sensitive for some parts, but this was easily avoided through practice. One of the greatest flash platformers I've ever seen, up there with Fancy Pants and the like.
I sense really high production values. The art style and audio design is wicked (I liked the little yell before each level and the atmospheric noise.)
On the player's side, there's a lot to love. The weapon energy/mode system was genius and fit well into the theme, there was a solid upgrade system, and you had a turret on your side. The upgrade path could have been improved a little, like changing the appearance of weapons when they're upgraded (The color contrasts found in the art style -- enemy green eyes, turret's orange lights, etc. -- could be added to weapons when upgraded), and there could have been some non-weapon upgrades available to the player, like armor and walking speed.
On the enemy's side, though, there could be a little more improvement. Most ground enemies are all "shoot it till it dies", varying only in appearance. I liked the hive enemy, though (the one that spawns flies when you kill it), and would have liked to see more variety like this. Enemies are also lacking death/pain animations, which makes the player's weapons feel kinda like they're not doing anything when not making quick kills. Perhaps you could change the appearance based on how much damage they've taken. It's also a bit hard to judge a mob of insects, as their silhouettes blend together, but that's minor.
Overall, though, the lack of enemy variety takes a bit away from replay value, especially without a save feature/highscore board/story/ending, but the base gameplay is still wicked fun.
On another note, am I the only one who thinks this game is pretty easy? The key is to not let them push you back. Move to the left as far as you can. Aside from that, don't use burst mode; use single, shotgun, and grenade when it's available. The trick I use is (since single doesn't use up energy) to click really fast on single mode till the energy is full, then fire off shotgun shells until it's empty, then go back to single mode, occasionally throwing in a grenade on the groundworms or hive things.
Awesome game all in all, and I'll be looking forward to a possible Red Code II.
Very flexible toolset here, well done. I like how you let the user define almost everything, from controls to shapes.
A couple of things you may improve on:
-Make "Snap to center" activated by holding down SHIFT or something similar. Right now it's a bit inconvenient to go to a menu and check a box before proceeding.
-Let users attach stuff to sliding joints themselves (Maybe name them pistons and put them in a different category than joints? They do have a few different qualities, like the objects don't have to be touching to use sliding joints.)
-Other types of joints, like a rubber band or rope joint.
-A level editor. Right now there's a robot editor, but it feels incomplete without a level editor.
-More tools to alter the look of robots besides solid color and outlines. Perhaps a paint or sticker tool?
-Make it so that credits spent counts towards score for a level.
-Instead of a "triangle/square" tool, maybe have a "polygon" tool, where you can select the amount of sides it has and click each corner to make the shape.
-A way to make triangles/polygons equilateral.
Overall, a nicely built and fun builder.
Exellently made. However...
-The mech itself was a little too slow and lumbering, even at top engine level. This made it tough to dodge stuff, and hard to do much about enemy weapons. I would have preferred the turbo as a separate thing from the overall heat level, and also in short bursts of speed, to make it a sort of "dodge tool". If not this, then just speed up the mech entirely, such as in games like Robokill.
-The graphics looked oddly low-res. Retro-style, yes, but you may have pulled of the retro theme better with more pixel-styled stuff instead of blurry stuff.
-I liked the tactile feeling. Perhaps you could expand upon this with different terrain elevations, as I felt a bit cheated unable to attack aircraft.
-The upgrade path is nice, but a bit linear. I would have also liked a preview of each item before buying, and maybe a few more different looks to the weapons.
-A radar system. Pretty much self explanatory.
Overall, still a nicely done game.
You win the internet.
The way you set this up as a game instead of a movie really makes this one.
Nice idea for a flash game (A 3D shooter), but painful execution. The platforms are mere squares with no width, the models are just images pasted onto the screen, the grapple-post effect is just moving the model, the third-person model doesn't move at all, the bullets don't follow your mouse...I could go on and on. All in all, it just lacks too much.
actually i wish you'd go on some more. Im compiling a doc with all the feedback and all your suggestions made the list. some i can do for an udate and some, like thickness to platforms etc will make it into the next game so thank you:)
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