Mad Princess by AdventureIslands 2012-12-21T01:43:00
Pretty nice graphics and decent music. It gets a bit frustrating at times (especially with the fast green dudes), but overall a solid nice game. Good job!
Foon → Ludum Dare Explorer → Users → hydancer
| Year | LD | Theme | Game | Division | Rank | Ov | Fu | In | Th | Gr | Au | Hu | Mo | Co | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2015 | 34 | Two Button Controls / Growing | Wings of the World Tree | jam | 49 | 4.03 | 3.82 | 3.52 | 4.30 | 4.09 | 3.63 | 2.13 | 3.90 | 47 | |
| 2015 | 32 | An Unconventional Weapon | Eyebrella | jam | 80 | 3.89 | 3.66 | 4.00 | 4.17 | 4.31 | 3.48 | 3.44 | 33 | ||
| 2014 | 30 | Connected Worlds | Milky Rain | jam | 14 | ||||||||||
| 2014 | 29 | Beneath the Surface | unllum | compo | 83 | 3.86 | 3.43 | 3.91 | 4.00 | 4.50 | 4.00 | 36 | |||
| 2013 | 28 | You Only Get One | Drain | compo | 97 | 3.67 | 2.77 | 3.86 | 3.32 | 4.27 | 3.25 | 1.78 | 3.90 | 91 | |
| 2013 | 26 | Minimalism | Minimal Complexity | compo | 1045 | 2.68 | 2.36 | 2.61 | 3.11 | 2.46 | 2.68 | 1.83 | 2.21 | 51 | |
| 2012 | 25 | You are the Villain | Video Games Cause Mass Shootings | compo | 465 | 2.80 | 2.00 | 2.57 | 3.69 | 2.97 | 2.03 | 1.75 | 3.24 | 52 |
Pretty nice graphics and decent music. It gets a bit frustrating at times (especially with the fast green dudes), but overall a solid nice game. Good job!
This was a really really good game. Almost everything about it was super good. Nice graphics, nice music, nice sound effects and really decent mood (for instance when you attack the final plant the music stops, that's nice DRAMA). The ending and conclusion would have been better (for me) if removing their main plant or whatever caused their planet to be devastated instead, but I guess yours is fine too! So far this is probably the best one I've played, good job!
This was really fun. For some reason I found the character's animation really hilarious. The controls and features are pretty nicely implemented too! Really good job.
Pretty solid and it sort of reminds me of Super Crate Box.
If not for the many bugs it would have been okay... But your Throwing Star and Bow are bugged (the projectiles also hit the player) and there are a few rendering bugs that will sometimes slighty change the player's position. Need a bit more polish!
Controls are pretty weird and the game doesn't really end? Kinda nice music and glow effect, though.
Pretty nice graphics style, animation and sound. It was pretty easy and not that fun to play, though.
Why is this so good? The retribution music is probably the best thing, oh god. I think this is one of the best I've played, good job!
RETRIBUTION IMMINENT
This was pretty sad. ;_; But a decently told story, I guess. Everyone has their reasons for their actions...
Also, there's a bug (I think) when you leave the apartment without talking to her. You can't go back in and you can't go back to your job, so you get stuck. I had to reload and start again.
Pretty nice game, although a bit too hard. I had to pretty much run past everyone to have enough HP left to kill the boss. Good job on making me laugh with the ending, too.
This was pretty cool and well done, congratulations.
And like someone said, it would have been really useful to make it start with space or clicking on the portal.
Even though this isn't a lot of fun (a lot of waiting) and is sort of buggy, I think your sprites are really simple (in a good way) and cute, good job.
I'll update my ratings once you get to fix some of the bugs. Good luck.
Pretty original with nice and simple graphics. Really good job.
This was a REALLY good game for me. Like, I'm not even joking. I'm a sucker for games with lots of different abilities and yours was really nicely executed. I'd love to see a version (if you choose to do so) with more abilities, better graphics/sound and enemies. Good job!
I really liked the idea, but had no one to play with. ;_; But there are a few bugs? I'm not sure... Tapping doesn't seem to make the dude running any faster and sometimes hitting it with a fireball doesn't decrease its HP.
Pretty solid and interesting. I particularly like Binding of Isaac-like games so yours has a special place in my heart. :3c
Couldn't run it on Windows 7 32-bit. Maybe I need to have something installed? But I dunno...
http://i.imgur.com/NxptK.png
No, I do not.
I installed the XNA Runtime and now it runs fine! It took me a while to figure out that the blue lines = turret coverage angle! But other than that the game was fine. I found that the best strategy was to do a double line behind the base instead of just circling it, which was surprising.
It could have used some indicator whenever the police officers were attacking your base (like when the turrets are attacking them a red line appears), though.
This was really good looking and actually fun to play. Good job.
Really nice graphics, music and mood. Pretty funny at times too ("Are you going to kill me for absolutely no reason?" lol). But yea, at times I didn't know what I was doing wrong...
The gun has a big recoil, so you can use that to give you an impulse to jump higher.
@hissssssssss:
Your graphics card apparently doesn't support a feature that I'm using... I'll upload a fixed version in some hours that doesn't use it.
@hissssssssss:
If you happen to read this before I get to upload it, then try updating your graphics card to the latest drivers and see if it works.
@KilledByAPixel: Your comment was honestly the best feedback I've gotten so far, thanks a lot for writing it.
@JaJ: yeah, as pointed out by KilledByAPixel having children inside the games made it more confusing to get the message across.
Pretty neat graphics. And yea, the AI is a bit wonky at times, but that's fine. Good job!
Even though this was really hard (those double lasers too OP) and I don't like repeating stuff over and over I played it through to the end!
This is a game that could really benefit from some lighting algorithms like this (http://www.catalinzima.com/2010/07/my-technique-for-the-shader-based-dynamic-2d-shadows/). It would make the game look better and you could probably add some features based on it too. Otherwise, good job!
Reminded me of The Graveyard... And like that game: there's little interactivity so it's not really a game. But good job, nonetheless. The assets are pretty good looking and there seems to be something to the story but I couldn't quite make it?
You have a nice idea here. With more levels and maybe more block types you could have a pretty decent puzzle + timed execution game. Although, all I can think of are the Pokemon boulder moving and ice skating puzzles, which are quite different from this... :p
I have to say this is one of the most impressive ones I've played so far. Replay system, really well designed levels, a lot of levels, and fits the theme super well. Congratulations!
Also, there was (probably) a secret door on the 2nd to last level? I pressed SPACE and skipped to the next by mistake so I couldn't see where it led...
The strategy I've found that works is to always focus their battleships planets by minimum distance order, since the AI waits some seconds for you to move first.
Anyway, it was pretty entertaining. Good job!
This was really for 4 hours. Good job!
really good*
Also, people can play .love files on the browser if they use Chrome and this (https://chrome.google.com/webstore/detail/l%C3%B6veliness/mompnkcmpbopandjnddeecgeeojegohc) plugin.
I just saw your post on r/WebGames and I must say this is one of the best games I've played this LD. Really on theme and REALLY well designed. Good job.
@techmonkey: holy shit I did EXACTLY the same thing. Then I got into this long argument with myself about how I am the biggest distraction in my life... ;_;
Anyway, neat game for the amount of time you put into it. The level with arrow distractions was not so clear because sometimes they would be removed and sometimes they would loop over the screen.
Great idea. If you choose to, there are ways to expand it so it's even better (and would be pretty unique too, I think):
* Enemies can also attack;
* Depending on your hero/class the attack should be timed (i.e. a dagger/rogue class should have fast recharge times and deal more damage if the player presses the key at the correct time (like a critical hit));
* Magic or more complex attacks = key sequences, such that the more powerful an attack is the more keys you have to press without messing up or something...
Anyway, this was a great game. Good job!
Really simple and well executed idea. Good job!
Nice graphics, gameplay and music. The rules are rather simple, but the music and graphics set the mood for each color in a very interesting way. I can't quite explain it... It sort of reminded me of Boximalism (http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=5776), but there the mood is "INTENSE!" while here it's "weird" (but in a good way).
I wish as you get further in that the inversion would come in more often so that the game is harder in a way... But still, it was a great experience. Thanks for creating it.
This was a pretty nice idea, but the controls were a bit too "loose", I guess. Jumping had a pretty noticeable delay for me... Otherwise, good job!
Like others said, it is a nice idea with not so good presentation/explanation. But after you get it it's quite challenging. More towers types would make it even more so.
This was pretty funny. Also really well executed and simple (in a good way). Good job!
WHAT A TWIST! Anyway, this was really simple but effective. Really good job!
"Don't tell me more because I'm minimalist!" lol
Overall the game is really good and your graphics are amazing. The rays of light + trees are superb. The start is a bit too slow, but other than that it's okay! Good job.
This is the error I have when trying the .exe: http://i.imgur.com/72Jyykf.png
This was reaaally really good. I couldn't pass level 11 I think, but up to that point the game was really impressive and fit the theme pretty well. One expansion of this would be to have make levels such that the final (and only) sequence that can beat the level creates an actual small song. Although then the game would be much more about timed execution without any time to stop in between moves... Anyway, good job!
Also, your piano reminded me of this song: http://www.youtube.com/watch?v=pNxqwEqu7rg
This was unique, simple and hilarious. Really great job. It reminded of the work of a french writer who was heavily influenced by Albert Camus... Mmmm, nevermind, you've probably never heard of him.
That's a really unique game. The build up is pretty amazing too! Good job.
All modifiers affect what your attack does in the most obvious way according to their names, I guess. The higher your attack level (the more modifiers you have), the higher your score will be over time.
@josefnpat @myachin @lanz: You can get weapons by pressing U and choosing what modifiers you want your weapon to have. Then press CTRL-A to choose that attack. If you want to you can choose ALL upgrades and you'll have the most OP weapon ever, but since the point of the game is to keep your score low, you probably don't wanna do that!
@lulzfish_4: When enemies get to the red thing the counter (30) is decreased. If that gets to 0 you lose.
@Martze: Yea I quickly realized after a few people played it that free upgrades wasn't such a terribly good idea. Maybe starting with lots of upgrades and then having them be removed gradually would be better? But yea...
I agree. I don't wanna download from that site...
Despite some execution problems the idea is pretty interesting. Although I couldn't pass the level after I lose the shield. ;_;
This is so so so so so cool. It's really hard and really confusing to find myself and to shoot things, but it's awesome. When I realized I could get the blocks like that my jaw dropped! Got only to wave 3 though...
Really nice entry (best one I've played so far).
My highscore was around 21k. It gets super easy once you get the hang of it. You might want to start spawning the bigger dudes earlier and the small ones more often after a while.
This game is amazing though. The art style is soooooooooo good. There are so many good things going on on the screen that it just feels really great to play it. It's one of the best I've played so far. Really really good job!
Collision is a bit off sometimes when you try to force yourself somewhere and the robot has somewhat weird controls. Other than that nice effort. Good job!
I love the way they (the enemies) come together. Could have used more juice (particles, camera movement, tweening). Other that nice job.
Can't really play this because NO FRIENDS, but I can totally see how it's awesome. One of the more interesting entries I've seen in terms of gameplay and pretty neat art style going on too. Good job!
I really couldn't figure out what to do other than moving around. The ship model looks really nice though.
Really nice animations, graphics and game feel. The way things move around (spear, money, player) feels really responsive and "right". Really nice job!
Sprites for the weapons were nice, for the rest (enemies, player, background) not so much. The camera shakes really help the game feel a lot better and more addictive. The response on the attacks could have been a bit better for when you're missing (sometimes they don't connect at all, I assume you have to be over a certain velocity or use stab/slash properly depending on the weapon). Other than that great job!
The more it went on the more I questioned reality.
Pretty nice models for everything. The lack of some things was really noticeable, though. And while the game was mostly great, those noticeable things kept me from fully enjoying it (no animation on player, hit detection for enemies being a bit off, game kept crashing after a while of playing it). Other than that really nice job!
LMB OP
Nice game overall, but could have used faster transitions so I could have restarted each run more quickly. Other than that nice job.
Your art is amazing. The gameplay is a bit meh but your graphics are solid. Good job!
Nice idea. Would have been a lot better if the explosions were more rewarding and happened in a sort of chain reactiony way. And after level 10 or so it gets really easy to just drop a bomb anywhere and win. Other than that it's pretty great.
Nice message (if that's what you're going for). The dropping of presents and the mob attacking you could have been a bit more clear visually. Graphics could have also had a better palette chosen (maybe less saturated? I dunno). But overall a really nice game. It feels really nice seeing Santa move over to the waypoints. Good job!
A few things that could make your game better: steering behaviors (http://www.red3d.com/cwr/steer/), for instance, the slimes could have used seek instead of just going for the player's position; tweens + accelerations, such that things don't start moving with some velocity abruptly; not getting stuck in walls.
Other than that really really nice job. With some upgrades and maybe procedurally generated maps this could become really great. The art looks really good and I just felt like playing it more and more, despite some problems. Overall a great entry. Amazing job!
It's nice to see your progress. I remember your first game on LD25 for whatever reason. But yea, this has a pretty neat art style going on, the gameplay mechanic is a bit too simple though. Could have used some particles when the player shoots something too. Other than that really nice job!
It's surprisingly hard to get 5 in a row, but once you get the hang of the game becomes interesting. Could have used a bit more juice (some slashing effects, fading trails of the player when he dashes), but overall you did a nice job.
Pretty interesting mechanics and there's something about that song that makes me laugh. Good job!
The camera work is a combination of great and annoying. It's great when you're moving fast in the proper direction, since it shows you a lot with a nice angle, but it's annoying when you're moving back, since you can't really see where you're going. Other than that a nice effort!
Super fun and addicting. REALLY nice job on the gameplay for this. Like I already said, making a full game (probably a flash game) out of this would be really interesting, as the gameplay is catchy, simple enough and just plain fun. Really really nice job!
Pretty decent idea. Simple to play and understand and nice to look at. Good job!
Pretty simple mechanic. I thought you'd do more with it though. Other than that good job.
Would have been great but controls are really weird and unresponsive. Kinda nice graphics and mood, though.
5 stars for innovation. It reminds of that one scene from the Lord of The Rings in Moria. The train was pretty hilarious too.
Anyway, really really great idea for a game. Your particular execution was a bit weird at times, but great job otherwise.
Controls on the ship are waaaaaay off. You need to add some damping (every frame: velocity = velocity*damping, and then damping is some number like 0.95) so that the ship's velocity goes down faster over time. The way it is now makes this kinda unplayable. Other than that good job!
Would have been a lot better if firing was with the left mouse button. Other than that, I really dig the art style. It reminds me of those stop motion videos somewhat. Great job!
I made a game with the same name that is also about circles and lines, somewhat... Anyway, really nice art style. The gameplay is kinda simple but with a few additions (if you want to continue it) it could become pretty interesting. Good job!
"Hahaha, stupid human!"
Not sure how people can't get past the levels with two bots... Anyway, played all the way through and it was pretty OK. The levels could have used better design (got a bit repetitive), but overall it's a really well put together game. Good job!
Amazing game. I see you didn't have time to finish it properly, but still it was really fun, especially when I have the 5 shots going on. Your art style looks pretty good too. A few things that might make it better: some camera shakes here and there when bigger asteroids are destroyed, some particle effect for when asteroids get divided into smaller ones, make it so that the turrets can aim at asteroids (although I don't know if you didn't to this because of time or because it was intentional). Overall you did a really good job. Congrats!
There are some visibility problems (can't see if it's dark of it it's a wall) with lighting system. Controls are a bit weird too, since you have 2 of them (WASD + mouse) it's harder to figure out where the tank is moving sometimes. And the tank could be a bit faster too.
Other than that, I really like how it was randomly generated (was it or was I just spawning in different places?). Most people don't have time to do that. Nice effort overall.
Nice mood/audio and art style. The game felt really nice to play and just left me really happy/calm, dunno how to describe it. Could have used a smarter AI, though.
That evil villain! Kinda funny, but could have used overall better graphics + effects. Other than that really good job.
Good job with the camera work and level design. While the game doesn't look or feel super extremely juicy/amazing, you made sure to make the next step always visible and clear. Stopped at level 7 because rage. !
Really amazing art style. Could have used better controls/feedback when doing things (particles, etc). Other than that good job!
This was really amazing. I've never played a game like this before, so it was interesting to see what you'd do with it, and you didn't disappoint. I feel like this is a lot of work for 2 days too, so good job. How do you kill the worm, though? I attacked it repeatedly and it reappeared 4 times then I got bored... Anyway, really nice job!
Very interesting and innovative. I haven't seen this type of mechanic used much and it seems pretty cool.
The art style is pretty cool. The metaballs effect (which I assume is what this is) looks nice. Speed upgrade could be better, considering getting hit is such a big punishment. It's also kinda really hard to come out with a positive score in the end. ;_;
And for whatever reason the song reminded me of this: http://www.southparkstudios.com/clips/165193/what-what-in-the-butt
This is an impressive amount of work for 2 days. It would have been nicer if things a had more physics-like behavior but overall it's a great game. If you keep working on your drawing + programming skills you'll go on to great things, kid!
Also, I like how blunt the fairy was about turning evil. lol
Pretty short and simple but well put together and enjoyable. Good job!
I am a winner, yayfications!
Really nice graphics and camera + style that you have going on here. It was pretty short and simple, but really well put together. Really good job!
Would have been A LOT better if you could move the mirrors while the laser was on. Otherwise great job!
Collision boxes are way off, which makes this pretty frustrating to play. Level design is a bit weak too, like others said. Other than that nice job.
This is really nice for a first jam game. Like other people said, it's pretty hard. It would have been a lot easier if you started with the thrusters being closer to the center and slowly (as levels progress) shift to the way they are now (closer to the left/right edges). Since closer to the center = easier to go up. I can easily see this game being even better if you had more thrusters (didn't play through to the end, so I don't know if you actually put in more later). Overall a really nice job!
The "What Lurks" level is pretty infuriating at times (in a good way I guess). It took me so much time to figure out I couldn't win because of that sneaky little hidden spider... Anyway, great job!
Overall a solid game. It's a bit too hard (couldn't get past level 2), but I really like its mechanics. If it was a bit harder to die it would have been really great.
I knew that one year of Japanese lessons would come in handy one day. Pretty nice and simple game. Good job!
YESSSSSSSS!!! I managed to win ONCE. Really nice mechanic that I hadn't seen before. Amazing job!
Can't open it on Windows or I'm too stupid to figure it out
? (http://i.imgur.com/CBMl18i.png)
This game is so good I don't even know what to say... Really cute graphics, cute music, gameplay was really nice too. (being a dog is hard, she kept asking me to stand and never asked me to do a frontflip. If I saw a dog doing a frontflip I'd probably buy it!) Just really amazing. Awesome job!
I'd jump off a building to get accepted by a group of cool kids.
Really nice job. Everything feels really responsive and smooth. Could have used a way to skip the introduction after you died every time, but other than that really solid game. Good job!
I don't like being the best someone has... Too much responsibility. Nice game for 20 hours, though.
Nice use of theme. The way this game forces you to think ahead is really interesting (maybe because it's real time and it actually matters? dunno).
Pretty funny and maybe has potential if you work on it more. Nice effort!
Ladder OP
This is hilarious. Reminds me of that other sumo game... The attack names are pretty funny too! And I feel like this is was a lot of work for 2 days, so really nice job on that.
Why did 9/11 plane hit a space elevator? Is this a metaphor? When we're trying to go up something happens to bring us down? Or that you shouldn't drink before taking the space elevator? Maybe that you invaded the space elevator country, killed so many of them and then they decided to take you down even if it meant destroying their structures? So many questions.
Best game I've played so far, really really good job.
This game bullied me.
This is art. It's an exceptional piece that talks about greed and gluttony, 2 of the 7 deadly sins. You see, all your problems (enemies) come from your poop. And all your poop comes from your unending need for food. You could have just stopped eating. You could have stopped wanting to own all the foods. But you didn't... Like the One Ring that corrupted men and hobbits alike, food corrupted you and instead of taking only one small bite of lembas, you ate four whole pieces. Instead of being content with owning one type of food, you had to catch them all.
This is truly a work of art and I am very glad that I experienced it, because it has changed my life. 10/10
This looks really good and is kinda fun to play too, good job!
No idea why I played this game for as long as I did, but nice job. Maybe it was the way the character moved and rolled? It feels so good!
I played this for a good half an hour. The progression feels just right and getting more powerful feels good too. General effects when you get hit/hit something also feel good and the the way things control (with the globe and all) is intuitive. The only thing I wish was different was that when you get hit you should, instead of losing all powers, just go back 1 or 2 levels, in my opinion. Other than that this was really great.
Really nice graphics and song but not too interesting gameplay nor a lot of content.
Nice graphics and interesting enough gameplay. But I glitched the last 2 levels by going to the of the map and just walking to the exit from there. :)
This was pretty good overall. But I really like playing rhythm games so some criticism. Without knowing the song prior, it's hard to visually follow what you're supposed to do next sometimes. Most rhythm games tend to have a line that falls down with the notes that represents each measure as well as notes that are close enough together so that you can tell, in relation to each other, when each one should be pressed. In your game both those things aren't present and it makes it a lot harder needlessly. A simple solution to both problems would be to add lines defini that fall in the same way the notes fall, but connecting both sides of the screen, like this: http://i.imgur.com/uiMh6Hs.png
This was actually kinda fun and it was a surprising amount of content given time constraints. Not sure what about using colors in this way is so interesting but it was. The pedobear (?) at the end was kinda funny too.
Pretty fun game and the levels were challenging but fair. The physics in general could have used a bit more tweaking and the way you take damage could have been changed as well. Otherwise this was a really good game.
This is difficult but in a bad way. Look up steering behaviors to make entities follow a player in a more interesting and less punishing manner. The way they follow you now and the way they explode make it for very uninteresting gameplay and unfair gameplay.
Cool game. Really great pixel art, mood and use of the theme. One of the the best I've played so far.
This is a pretty unique concept and it's kinda fun to play too. I found it too hard to keep going though and couldn't really get used to steering the hamster in the right direction. I feel like if the boosters gave you a more direct impulse related to where they should give you an impulse instead of primarily rotating the hamster this would be more interesting to play.
Cute girl and the game runs fine. I liked how mana regens really fast so I can spam my abilities a lot. However, for a bullet hell type of game dodging bullets is really hard and I found myself just face-tanking enemies and spamming my abilities on them and surviving for a long time. This kind of gameplay (where you can't really avoid damage) works in some cases but the game has to be built around it, and I don't think bullet hell games fit here. It could be that I'm just bad at dodging though.
Great idea but poor execution. For a game like this to work you need to delineate moves very clearly and swiftly so that people can tell what's happening. In your game though the tween that makes the player move to the next/previous block for instance is way too long, so this kills any sense of rhythm that whatever is happening on the screen is connected to the song. You can still get by by only listening to the song but it's way harder than it should be. Similar reasoning applies to enemies. Plus, it seems like the beat detection is off because I keep losing my combo even though I'm not being attacked nor pressing the key outside the beat.
For what you were able to execute this was a good try. The only problem I had is that trying to do it faster was really hard because of the alternating colors. It would have been better if the holes had a consistent color instead of changing all the time.
Pretty polished game and you guys achieved a lot with the time given. I was surprised by how well balanced it seems and how it nicely it progresses and gets harder with each level. Getting this right is something that not a lot of people put thought into, especially with such a short time frame to make the game. Congrats!
Looks like this http://vgy.me/FkzJl9.png on my browser (Firefox)
Made to about 5000. If I could give some advice it would be to make the game actually have just 2 left right states for each block, without it being a continuous movement from one to other. As far as I could tell you don't want to try to stay in the middle at all, just on either of two sides, so it would make for neater gameplay if this was what it showed you from the start. Another thing that I learned from rhythm games is that you want to ease the player into doing two things at once. For instance, train the player to master dodging one pattern with the left, train the player to master dodging one pattern with the right, and then put the left + a simplified version of the right at the same time, and so on.
This has really really good art, so good job on that. However, for a game like this to work you need really responsive controls. Take a look at One Finger Death Punch for an example. Whenever you press a button your character should attack instantaneously and be ready for a next attack almost instantaneously (if I were to put it in numbers it'd be below 0.3-0.4 seconds). In your game though each action (except the air attack) takes a really long time. The default animation takes a really long time, so if you have an enemy coming from one side and another from the other close enough, you can't hit both even if you want to because the animation has to finish on one side. The same goes for the block. Because of this I can't say the game was particularly fun to play, but if this were fixed it'd be a huge improvement.
Pretty good game and good upgrade system. The graphics look good and it's kinda juicy. But some tips that might improve it:
The ship is too floaty on both velocity increase and decrease, if I'd guess you have to double the acceleration and damping values you're using. Missiles should use a seek steering behavior to move towards their target as it looks cooler. If you're doing the explosions with code there's no reason to not make them more varied in size, this can be done by randomizing the initial velocity of each particle a bit as well as randomizing how fast they disappear. Explosion particles could look cooler if they started out more like lines and morphed into circles, this would give your explosions a more intuitive looks. When multiple enemies are killed at the same time or when a big boss is killed you could use frame stops. The angle at which projectiles come out could be slightly randomized (like say, between -math.pi/64, math.pi/64), especially when you start getting more fire rate and multiple shots upgrades, this would make them look cooler while also. Finally, you could play with the idea of letting the ships horizontal velocity carry a bit into the projectile's horizontal velocity, this could prove to be more interesting too.
I like this idea. It reminds me of one those resource mining strategy flash games. It would be cool to be able to see some sort of water/energy flow within the tree so people can get a better idea of what does what. It would also be cool if you could eventually expand to manage multiple trees. It would be even cooler if you could evolve your trees to do one or another thing really well based on the surrounding environment or something. I guess I really liked this general idea. Your execution was OK for the time given and I'd love to see it expanded.
Cool game. A bit hard to get used to but after you do it's pretty great. If I had one thing I'd do differently it would be to give the player a katana charge back if they defeat an enemy. This would make it easier to keep long katana-only combos going
I played this for like half an hour and I really shouldn't have. It's simple and not that innovative but the execution was good.