Great for such a simple concept! I'd like to see a mobile version. Have you tried porting it out to Android?
There IS an Android version: https://play.google.com/store/apps/details?id=com.vascof.HyperTunnel
iPhone version coming soon too.
I liked it.
Pros: -retro fun,
-nice explosion graphic
-Music seemed wrong and fatiguing.
- I got stuck on the first screen where the cannon shoots arcing shots at you with the aliens. I entered the screen again after dying by the cannon, and couldn't move left or right. only jump.
- Gameplay wasn't as smooth as I'd like, but I have a lot of windows open right now so that could affect it.
- Pause and game control menus should be a mouse button on screen. I finally figured out the pause, got into the game controls (to figure out how to change weapons), but couldn't figure out how to resume or leave the controls description screen. A resume button would be handy there. (finally read your notes to figure it out).
Great first start. I played for about 1 min. before being done. I think the biggest negative is that my ship orientation has nothing to do with either my movement or my gun. having mouse-controlled guns and arrow-controlled movement may be challenging, but not in a good way, IMHO. I think this would be better with classic asteroid-style ship movement (if you built this in Flash, check out Keith Peters "Actionscript 3.0 Animation - Making things move!"), a fixed front-oriented gun and sound effects. I'd also like to see more interesting things to shoot. Try also having big asteroids split into two--or maybe split open with a baddie inside. Lots of fun options.
Super fun! I just couldn't figure out how to win. I got to the big block guy and just dodged him until I died. There was nothing in the inner box. Did I just not "get" the secret?
I like the music idea, but overall the idea doesn't seem all that refined. It took me forever to get it to work (flash in other tabs). The music didn't really enhance the gameplay. It was just like playing a pretty basic game with iTunes on. I'd prefer to see a logical connection between the two.
My nostalgic emotions are flowing.
My only criticisms:
--I didn't care for the metals showing up
--I also fell through the floor when grabbing the hammer on the first level. It only happened on my first man.
Cute and fun
I liked it, but my only complaint was that it feels like your hit test for the circle was based on a rectangle bounding box instead of calculating a circle for your bounding box (er...bounding circle). I had a lot of frustrating bounces off the lip of a ledge that looked like the gooball didn't even touch it.
The cartoon-violence humor was spot on if you're into that, but it'd be better if you built more AI into the next release. I'd like to see people running away from me instead of just running around. Otherwise, I don't think we need more content in this genre, but that's not necessarily a constructive comment as far as development goes.
Great 3D, but the game action was very unsatisfying. Shooting the aliens was as gratifying and easy as wielding the sword in the old laserdisc Dragon's Lair.
haha. It's a nice comparison :D
We got the point.
Needs real physics
It wouldn't have been terribly hard to actually calculate the reflection angle for the asteroid off the paddle. You cheated by simply making it bounce off to the side based on it's distance from the center of your paddle. There's not enough of a game there to not let the user feel like they're really in control of the bounce. Fix that and it'd be rewarding. Without it, there's only about 15 seconds of "defend my bricks" fun until I'm bored.
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