So yeah, pretty sweet animation.
I loved that Darnell's lips were so stereotypically huge-- pretty hilarious move.
Opening credits being done as drawings on paper in front of Pico = awesome and creative. Nice.
Who was the guy pumping weights?
Also, on the computer, written in Wingdings 2, is the words "Angry Face."
I love when little things are put in animations to make them even more fun for the observant watcher. I read below about the equation on the board-- Love it! Great way to pay homage to other artists/creations!
Overall, cool fight, although it's kinda weird to have Tom Fulp be the hero that saves the day.
OMG, you just deciphered it! I added it to make the computer more alien-like but to see that someone took the time to look for it makes me really happy. Thanks for that. :)
The guy pumping weights was MindChamber, he is part of the NG staff. He makes cool animations plus he did the preloader of this year's Pico Day.
I couldn't shake the feeling that this shares a lot in common with that show, "Venture Bros." In particular, that scene where ton's of ninjas are on the son.
Have to Agree with Oink99
The title is inaccurate-- a pacifist is one who refuses to employ violence or threats of violence as a means of solving problems, whether it be on a personal level, such as being physically attacked, or on a global level, such as a country engaging in war. A pacifist would not be bothered by destruction of property, much less the simulation of destruction of property or life in a game, and a real pacifist doesn't have a problem with violence used for entertainment, such as MMA fighting, since this violence is not employed as a problem solving tool, but is simply used as a test of physical prowess.
Still, this was an interesting game-- I found 3 endings, one where the character compromises her beliefs to stay, another where she simply changes her beliefs, and one where everyone around her seems to become more and more disturbing to be around as they thrive on violence. Good way to show cognitive dissonance at work.
Played through the whole game
Most flash games can't keep my attention for long, but I played all the way through this. Difficulty scales very well-- I was often left wondering if I was investing properly for the next level. I found it helpful to skip upgrading, look at the next level's enemies stats/abilities, and then go and upgrade. Helps to know how much to pour into damage (why make your archers do 35 damage when the highest mob at level x only has 33 hp?).
I recognize that this is simply Patapon without a drum, but I still felt it was challenging and very fun.
I look forward to a sequel-- perhaps with a boss? It would also be nice to have control over your other minions, perhaps using the number pad to control everyone (the top three numbers, 7-9, could control ranged, the middle, 4-6 could control melee, and the bottom three numbers, 1-3, could control wizards or something of that nature). In that example, 1,4,7 would be left, 8,5,2 would be halt, and 9,6,3 would be right. I'm not suggesting that you make the player control the attack for each group-- having the player control the attack for just the archers works quit nicely I think, but I think there would be a lot more strategy possible if you could control three separate groups (although some people would find it very difficult, so you could just have an auto-right feature that would make the sequel function just like this one).
I think you would have a pretty hard time having a real boss battle if there was only control over the archers-- they can only back up so much before the flagmen get screwed. By being able to weave the characters in and out of the attack ranges of the enemies, you can keep the game moving better I think.
Also, the heal didn't seem to bring back the temporary fighters (centaurs/humans) just the archers.
If you don't want to make three separately controlled groups, perhaps you could make the range of the arrows adjustable, either through the mouse (which would be tricky, since both hands were already being kept pretty busy with the current control scheme and having so many enemies lagged the game a bit, a horrible situation during mouse aiming), or by having different skills have different trajectories (such as a short range shot that goes almost parallel to the ground, so you can move inside the range of other archers and still attack them. The reason I suggest this is because for a lot of the fights, the elves were basically useless, as they would quickly lose health to the enemy archers, who use the exact same attack arc, and have the added benefit of not needing to move before attacking. So basically, I was forced to zerg several levels with the help of centaurs, which is okay, but kind of boring, as I have no control over them (see a theme?).
In Summary-- the sequel would greatly benefit from either 1) greater control over the movement of troops or 2) greater control over the trajectory of the arrows.
You made an amazing game, congratulations!
Played it all the way through...
Hmm-- I played it all the way through, but not because it was terribly fun or difficult. I did it to see how far exploiting the lack of a universal cooldown on your weapons could get me through the game.
See, if you switch weapons after each hit, you can use the weapons faster-- each weapon has a cooldown (time after the damage is dealt until you can initiate an attack with the same weapon again) and a warm-up (time between the initiation of the attack and the time when damage is dealt). By switching weapons, you can get rid of the cooldown-- keep in mind that you don't get rid of the warm-up. In other words, the sickle and another weapon can be switched back and forth rapidly to attack often, but you can't use the lightsaber and another weapon, as the lightsaber has a long warm-up (and almost no warm-up). Since you can use the melee weapons as if they were ranged weapons, it is stupid to concern yourself with ammo conservation-- stick with the melee weapons. I easily beat the game with plenty of money to spare by using fully upgraded chainsaw/sickle combination for targeting tough oponents and using the lightsaber for large slow clusters of enemies.
As I said above, the easy fix for this exploit is to have a universal cooldown-- for example-- swinging the axe would trigger the cooldown timer for all the weapons. If that's too much trouble, simply make all the weapons have the same warm-up period and the exploitation loses most of it's use.
Otherwise... seen this game before-- this is only slightly more playable than the last time you made it.
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