5 hours, 29 minutes and a mild repetitive stress injury later, I completed this game. I can't help but feel like this game could have used an onMouseHold()-type event.
The physics is off, namely the nuke doesn't follow the tangent of angular acceleration. Otherwise, an alright game.
Good game, slightly nerdy complaint
Your bullet vectors follow the sprite (bullets rebound when the sprite does), when they should follow the momentum at the time of the shot. Even in Tequila Time, I found the shooting mechanic next to impossible to use on the faster speeds and it was honestly quite fun to blast away at things until the defective mechanic spoiled it. Please revise the ActionScript so that the bullets do not follow the center of mass of the character, and I might consider revisiting this game.
Hint: bullets are less massive than the character, and should have less inertia. This means they should travel in a slight arc toward the character momentum and then continue in a more-or-less straight line, instead of in a secant to the character trajectory arc. If you can't do calculus in ActionScript, find someone who can.
Like a nightie...
... frilly, useless and just waiting for someone to remove it. Good job on the graphics, the music gave me a headache and the game itself... well, it played like Mag Man (old NES game), but without the constant under-/overworld switching or variety that normally makes these games both challenging and fun. All I did was juggle, collect upgrades and move around a little bit. My main bone to pick, aside from the music, is the controls. Why, in the name of Danvish, did you have to assign diagonal keys? That's a hand cramp waiting to happen.
It kind of reminds me of Canabalt, but without the fluid animation or simplistic charm.
I'll give this some credit.
Funny, but VERY buggy.
My eyes are bleeding!
What was that? And why didn't you include a background? Any background, just please make my eyes stop hurting!
Yes. Because you can do better.
A few problems
My advice to anyone who makes a "dark" game: please include a screen brightness option. An option screen in general is probably a good idea.
The animations look awkward, the screen is fairly unintuitive and the ammo/weapon drops do not appear to be clearly marked (then again, I had to put myself within three inches of the monitor just to see anything).
Great game, but...
Level 1 of Angry Ninja Arena is just piss-poor level design. There's really no reason for that trampoline to be there.
Good, but you need to make the monsters harder and more bystanders would add to the carnage. As for the dialogue, more realistic. Items and upgrades wouldn't hurt, either
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