Fun Game, Lacking in Strategy
It's really neat to see so much work was put into this, but it really could have been better. The 'storyline' was so bland and forgetful I forgot each sentence before I was even finished reading it, and I would have preferred none at all. However, the graphics, animation, physics, and movement were FLAWLESS and looked beautiful!! However, they did look almost tile-based when tons of the same animation played at the same time. A simple _rotation=random(360) would have made it look mush fresher, and it's a simple line of code, too. Although they did lag pretty badly, just watching it all was a treat, especially watching fire spread and decay the wood. The music was also catchy, high quality, and well-composed. Sound effects were very fitting and also high-quality.
The gameplay was where it got kind of hairy. I loved the first Crush the Castle, and this one was good too, but at the same time it left a lot to be desired. I would have liked a panning option that would have allowed me to survey the castle before launching my projectiles. This would have saved me many-a-shot. Also, the castles are way too weak. The gold requirements (or par, as I like to put it), was way too low for every single level. When every level can be taken down in 1-4 hits, there isn't a whole lot of need for strategy. Not only that, but you could go back to old levels and use new weapons on them. While this makes things easier in a good way, it also cuts out a lot of the strategy of annihilating people with older, more primitive weapons, and thus, much of the challenge is taken out of it. But if a castle took a dozen hits... Maybe even several dozen to take it down, it would get a lot harder. Planning which weapons to use when, and where to aim them, would be exponentially more stimulating. Of course, this would prevent lag, which brings me to my next point: MAKE LOW DETAIL OPTIONS! Being able to turn a complex, rugged piece of wood into a simple brown rectangle, and turning the complex explosions into an opaque red fading into transparent yellow would have made the game run very smoothly. Some of us prefer smoother gameplay through simple graphics, and you could have easily implemented this.
And when it came to weapons, I didn't like how you were just given the weapons in a linear fashion one after the other. A more complex system involving ability trees and unlockables would have suited my style more. Perhaps you could have gotten points for every castle crushed, with the payout decreasing each time you repeated an individual level, and you could spend points to get the next tier weapon (logs, stones, bombs) or for upgrades (triple shot). That sort of mixing and matching would have also lead to super powerful weapons to use, such as triple acid projectiles. But if weapons were made this powerful, you might want to add something such as 'platinum' completion, awarded for using weapons of more limited power.
I suppose what I'm trying to say is there are a lot of directions to go with this, especially if you had made the game less graphic intensive, and it would have given this hours more replay value.
Also, when it came to multiplayer, options for difficulty, rating, and plays would have been nice, as opposed to omitting difficulty. Time Fcuk used this feature and it was an excellent indicator, especially when inexperienced players marked down levels that were too hard. Other than that, I had no problem with the user-created levels, and implementing limited weapons was a great feature too. The level editor was also VERY, VERY, VERY slick!! The layout was very similar to Flash, which I thought was really neat, and the simple interface made it easy to make complex levels. All in all, I that bit was perfect and ran quite smoothly.
What you have right here is amazing, but it needs a few simple touches to reduce lag and allow for tougher, more robust castles, because as it is, the levels you get are spoon-fed to make you specifically use your latest weapon, and it needs more strategy than that.