On most sites, you only get one chance to make a first impression. Since this game wasn’t very popular when it was first released, the update isn’t getting as much attention.
Kongregate has a few ways to draw attention to old games, with badges or front-page features. However, you’d have to contact them and convince them the game was good enough.
@13rice: The game still has a pretty high barrier to entry. Between dying in one hit and not being able to buy upgrades until you’ve earned a lot of achievements, new players will feel like practicing isn’t worth their time.
I realize you want the game to be interesting from the moment you hit play, but new players want a sense of progression.
Probably the easiest way to split the difference is to add an “easy” mode that starts them with extra health, but cuts their score in half and prevents you from completing missions. Maybe it should instantly spawn a power up as well, to give them a little extra firepower.
A level-based mode would be preferable, but it would also take longer to implement.
You’ll need to update two properties of the SimpleActuator.
duration is the total length, and
timeOffset is when it’s supposed to end. You are solely responsible for making sure they match up. If they don’t match, the ship may jump to a different spot along its path.
Also, since those two are private, you’ll have to tag your class with
@:access(motion.actuators.SimpleActuator). Either that or use
@:privateAccess each time you want to update them.
An easier solution would be to call
resume(). Obviously this would stop the ship(s) entirely, but maybe that’s ok.