Rockbot [Part 3] - Empty Victory
Mostly because there wasn't much to beating this game to begin with, even without it crashing after beating the final boss (which is apparently a consistent problem with the game in general). Also, be prepared for some rather bad playing in this segment, mostly considering my attention span drained faster than usual with these fortress stages (a combination of bland layouts and long running time within the stages themselves can do that).
In any case, here's the suggestions I had for improving the weapons in this game...
Ape Quake: This one's fine for the most part, but I would suggest refining the rumbling effect and giving a sound cue as to when it's used.
Dynamite Flash: This one is all right as well, though I could do without the delay when first using it (as in, everything stops and suddenly disappears for roughly a second, including you). Going off the Flash Stopper, the screen itself could just flash about twice, and the weapon would activate.
Desert Storm: Make the homing function focus on the enemy closest to you, rather than the enemy furthest to the right on-screen.
Petals Rainbow: Slow the projectile in general and give it a tighter arc (similar to Screw Crusher's, even if it does amount to being a carbon copy of it).
Spiked Chain: Slow it down in general, make the chain a bit longer, and either give it about double the ammo it has now or just have it use less ammo in general.
Magic Star: Make it capable of taking multiple hits before fading out, give the player control over firing it and which directions it can go in.
Sonar Wave: Decrease its speed slightly, increase its damage output, and maybe have it bounce at multiple angles depending on how it hits a surface.
Timed Bomb: Have the bomb fire forward instead of being placed, give the player control of when they can detonate it by pressing the button again, and have it explode on-contact with any enemy (with this set-up, I could tolerate and understand it bouncing off of shielded enemies).
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