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.
Is it possible to make the two colors of square a different value? I'm colorblind and had an extremely hard time telling the two colors apart.
Nice Game-- smooth animation and interesting concept.
The upgrade system was satisfying and complex. I thoroughly enjoyed the fluidity of animation that went into each of the special moves, especially "Super Saiyan Butterfly Transformation" animation.
Although it doesn't really make sense for a worm to turn into a butterfly...
Anyway. Nice use of music and sound effects, good cut scenes.
I think the first bird enemy is kinda hard to defeat though, especially since at that point none of the upgrades can be purchased yet. It was very difficult to time the basic attack to hit the bird.
Oh, and nice Rick'Roll :P
You are awesome ! :D
I was pretty skeptical when I read the descriptions for this game, but I was very pleased with it, in the end. Although it started to lag after a bit, I really enjoyed the fluidity of this turn based game-- I like not being stuck in square units for movement.
Woot, I'm gonna play it some more now. Thanks for making a cool game!
Combined game mechanics work
Hey, nice-- I really enjoyed this game. I'm not big on the two-wheeled driving games like this one, but the combination of driving plus a modified Dance Dance Revolution scheme worked really well (it's like DDA in that you must use your arrow keys at the appropriate times to win).
However, the green and yellow are too hard for me to tell apart because I'm colorblind. It might actually be yellow and orange... not sure. Either way, I can easily distinguish the red and the blue(or is it purple?), so for portions of the map where those colors were used, it was all about reflexes... unfortunately, when yellow or green appeared, it became a long and sometimes tedious game of Simon Says, as I had to memorize the colors that didn't work in each spot, restarting again and again until I could get through the map.
I didn't let that effect the score though-- not really your problem. Although if the green was made into white, the game would be much more fun for me, I still really enjoyed this!
I love this game-- you start out amazingly weak, being incapable of even jumping, and build yourself into the ultimate alien killing, kitty getting machine!
Nice retro feel, sensitive controls, and pleasant music.
Why does it say "Lethal Kill" -- isn't that a bit redundant?
The game slows down after each hit it seems, plus the character is quite slow moving, making this a hack & slash button masher where you can't rely on agility-- you just wait for your enemies to finally get to you.
While this game has no plot whatsoever, it does have a few things I really enjoy.
1) Physics. A must have for all modern games.
2) A sense of humor. Seriously, I think I died like 20 times just because I thought it was worth reading the funny text at the bottom.
3) A reward for skill and flexibility -- I hate games where the point of the game is to do an easy task long enough so that you can afford some series of upgrades so that at the end of the game you are unstoppable. Playing with dexterity in this game results in a concrete reward.
4) A freakin lazer that vaporizes you after a single mistake. Nice.
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