A great action game with decent platforming and elements from many known games. The protagonist's design slightly reminds me of Sparkster, the bosses look like Sonic boss fights, music sounds a lot like what you would expect from a Genesis/Mega Drive game and all in all the game is awesome, especially considering it was made in under 72 hours.
I loved the battery system and how it worked not only for the player, but also for the bosses, as they spend battery even when they attack you, in a full game with more levels, this mechanic could be explored and expanded in many interesting ways, so I love how you chose to implement the LD39 theme in that regard.
I didn't experience any of the lag people commented on, but I had a few issued with some design choices. First level was 10/10, great introduction to the game and how it worked, but level 2 has too many colors in the background, making it hard to tell not only where you are, but also where enmies and enemy shots are. On level 3, right after the rising lava section, there's a drop where you can't clearly see there's gonna be more lava right below you, and it can be frustrating not dashing out of it right away because you were not aware of the danger below. Also, customizable controls would have been nice, but that's just a minor rant, the default controls were fine (although, a double-tap dash could also have made dashing better for a lot of people).
All in all, awesome game, and I'm giving it 4.5 for making it so good in such a short deadline, loved it.
Great game, 5/5 for sure, only flaw I see is that Special pickups are way too frequent during bosses, so you can get too many bombs and thus both tons of damage and heal, making bosses kind of easy.
The last 2 bosses can still put up a rather decent fight, tho.
To me, this is the best game in this Ludum Dare, hands down.
So much, in fact, that I'm putting you in my favorite list right now so I can know about a full version of this, if it ever happens, because this has immense potential.
Now, if it would ever happen, here's a few things I'd like to point out that could improve:
-First off, every time the round starts, there should be a short pause with somethink like "3-2-1, start" sort of screen, because enemies are already spawned and attacking right off the bat, and I've been hit a lot of times because of that, sometimes even before I could see the entire screen.
-The skill icons should do something like blink or shine or something like that when they are loaded, this games requires focus on the screen, meaning you can't pay a lot of attention to the icon to see if it's completely charged or not, and it's not hard to be fooled.
-As you would expect from a sequel (or a full game, considering this was made in 3 days only for Ludum Dare), you'll want to add more starting classes/mob types, skills and arenas with different kinds of walls and such, as well as more promotions and progression through the game, but to do so, there simply must be a way to either replenish hearts or avoid scolding from your CEO, because more game, means you need to keep the player playing untill the end somehow, or at least not making it completely unfairly hard for him to progress.
I really want to see this coming true so bad, you have no idea, 10/10, looking forward to a new game.
Short and the physics are sorta clunky, but for a Ludum Dare, this is incredible! Can't believe it was made in 3 days only, this is too good.
I wish I could just say you're sick, but what makes this especially bad is your lack of talent to make this... if you even made an effort to, because it doesn't look like so.
I loved it.
Only minor detail to fix, in the death select after you finish the game, there are two "Time" options which are the same.
A good idea and a good game, but there are two problems that are really anoying me, for both I'm unsure if it's just with me, but anyway...
First, the screen size is huge, it almost didn't even fit in my computer screen, you should probably make it a bit smaller.
Second, whenever I change the quality of the game, half of the sprites andobjects dissapear from the game for no reason.
Working on this issue,a bout the screen size you should be able to enter in fullscreen mode.
I'll set a lower default size for Newgrounds.
I can see you did try, but my opinion is that first of all you must find a way to make this game a bit more unique, because I've seen a lot of games that didn't just look kinda like this one, but games that are the exact same thing with a different ship, so this makes your game nothing special... but if you're still starting out, I can say this was a rather good effort, keep trying and don't lose hope, bro.
This seems to be heavily inspired by Amon26's works, especially Gyossait, if you allow me to comment.
I loved the atmosphere and the story, it's simply astounding and the gameplay is great, controls are smooth and the level and enemy design was awesome.
Loved it, keep it up.
Whoa, i remember playing this a few years ago, can't believe i'm back here killing Tricky again, I also can't believe i haven't reviewed this back then, an awesome game in 2007 and even with great competition and advance in flash games, still good now, good job.
Also, the music that plays on David Firth's level isn't listed here... where is it from?
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