Very poignant, but I noticed that you submitted your trilogy in the span of 4 months, so even if you spent 9 years working on your first flash, you couldn't have spent that long working on the 2nd and 3rd ones.
You can't expect to change the face of newgrounds in just a few months. Look at any of the great flash artists out there and see how they developed their styles and reputations over years of practice.
That being said, this flash is still very poignant in its own right.
Well I was making all three over 9 years.
It's about time. I played this game years ago on some other site and could never find it since. and i was like on my 50th lap.
Well time to get to running around in circles
Solution? Touch screen. i win
Optimize for touch plz
Of course I realized from the beginning that this wouldn't be playable on touch screen but I never even thought of making it work for touch. Perhaps it's possible but I doubt it will work very well. Thanks for voting!
Feels like I'm running a VC firm
When I play this game, I feel more like I'm running a VC firm than a school. I make an investment, help and hold the asset until it reaches maturity, and then sell it back at a profit to impress the board of directors.
But that's not really how a school should be run.
You obviously have great artistic skills and I love the idea of manipulating the landscape. But you do need to work on the actual gameplay itself.
Also, I submitted a game very similar to your game about 45 minutes after you submitted your game. PM me sometime. we could make something together
A new and, in my opinion, better shooter
The problem with most shooters is that there is just one a lone pilot (which gets really annoying as well as plain weird) fighting against a whole armada of enemy ships. Actually, not really enemy ships as much as oddly shaped rocks that shoot bullets, as AI is practically non-existant. Some times, the ships are even downright stupid. In this game however, it really feels as though you are fighting along side your allies in a giant war. Asides from the lack of an overall strategy and that whole braking technique, all of the computer ships fly with almost flawless AI. Battles are fierce but not artificially over dramatic, always with the right amount of action. The player is granted just enough advantages to make the game worth playing, but not enough to make him or her glaringly stand out. Movement is very realistic, much like driving rather than the traditional "stop and go" action in regular shooters. Personally, I am addicted ot this game
My only qualm and one thing preventing a perfect score is the lack of features. I know that this game is not supposed to give any advantages, but more ships or the ability to give basic orders to friendly ships would not hurt. Also, it would be nice if the amount of ships given for each battle was not random and therefore sometimes completely unfair.
A good idea, but too difficult
As a concept and genre, this game is great. The addition of combat to DDR adds a new layer of excitment. Not only is there cool music and lighting fast moves, but also a complete action movie. And the button mashing behind DDR is very similar to that from fighting games, creating the illusion that you may actually be controlling that little knight. I remember being addicted to this type of game on Daxter for PSP.
However, it is way too difficult to play this game. The arrows simply zoom past you before you can even recognize them, much less press the corresponding key within the instant the arrow is in that small circle. While one should be able to rely on the music for timing, the arrows eventually loose their harmony with the beat, leaving the player confused and somewhat abandond. To make matters worse, there is very little indication of the screen relative to the fast paced action that one has made a mistake or missed a key. The game just suddenly ends. This game is fun for the first few seconds, but soon becomes way too difficult to even be considered a "game."
A good foundation
As soon as I started playing this game, I knew that it had the potential. The concept of pushing the enemies away is unique, and the collisions and physics involved are amazing. Unlike those in most defense games, the enemies here actually react to every shot fired at them. A rock speeding towards the player can be slowed down to a crawl with a couple of bullets. A few more shots, and the rock will slowly be pushed back up. If the player did not apply enough force, gravity will eventually pull the rock back down.
However, the game becomes repetitive and unfairly hard after a while. There are only two power ups, both of which are very temporary. The background and settings never change. The player's weapon and ammo remains the same even as the rocks become giant. While the player can shoot a bigger bullet at the cost of more energy by pressing the space bar, the power of this alternate attack is obviously weak in comparison to its cost. I suggest that you try to add more features and powerups to this game.
A decent 60 seconds, but thats it
Flying around and shooting grades can be fun for a while, especially with that powerful beam gun, but it soon becomes repetitive and boring. Yet those first 60 seconds are what make this game worth playing. This game is definately stylish, not only in concept, but also in gameplay. The flight system is fast yet easy to control. The beam gun is powerful and cuts through everything in its path. If you wanted, you could change this game into a quality shooter. However, picking up good grades becomes repetitive, particurly if one has already reached the minimum GPA before time has run out. The game is really nothing more than flying and shooting the same things over and over again.
A very creative and well-executed game
I often see two types of fighting games: Ones where you must face an equally strong opponent one on one, and the other where you face multiple weak opponents all at once. Somehow, this game has managed to combine the elements of both of these genres to make one of the best fighting game on Newgrounds. The enemies are all strong and challenging, yet the character's creative and powerful assortment of moves allows him with enough skill to keep even the strongest crowds of enemies at bay. The music and assortment of enemies make every battle feel new and fresh. I love the final fight at the end with death. It is, in my opinion, the pinacle of what fighting games should be.
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