Really one of the better point and click adventures I've played in a while. Art, animation and presentation are superb. I rather like the focus on action with quick reflex puzzles in the fight scenes. Also, the inability to move backwards to previous areas turned out to be a plus for me. Hunting for objects, backtracking and long drawn out puzzles was never my cup of tea. And of course, finally, I loved the wicked violence =) Totally in step with the off-kilter story style for a fairy tale. Well done.
Like nearly every other game from Pyrozen that I've played: wonderful idea, terrible coding. The extreme lag aside, my levels have bugged out and screwed me a couple times now. So much potential from a dev. Just clean up the code and fix the bugs, please!
Loved the game, but like some others, I experienced issues with frame rate and very sticky controls. The controls were so unresponsive in places I frequently ran off platforms to my death and utterly failed to double jump despite hammering the key over and over. I imagine my low end laptop compounded the problem. After the wall jump upgrade, inputting commands barely worked at all for me and I couldn't progress any further. Great setting and well done game. I just wish the controls weren't so spotty for me.
Another great game by Pyrozen. Unfortunately, also another bugged and laggy game by Pyrozen. I can't even count the number of times I've submitted bug reports on their games both through Kong and direct contact. Never a response and never an improvement. I give up.
Amazing, unforgiving game that I've been playing off and on for a long time now. Finally beat it and the ending cinematic was worth it =) Now back to previous levels for new medals and, dare I tempt it, hard mode.
While I loved the first Stick War, I have a lot of complaints with this one. Hot keys are all over the keyboard, plus some commands are keyboard only. I only have two hands. Also, how about using way points. It's obnoxious and tiresome to position every new unit spawned, moving back and forth on the map. Placing a marker to tell them where to station would go a long way toward eliminating the micro management. I also need to be able to tell how many resource gatherers and combats (of each type) I have fielded in the moment. And finally, a quality setting! The slow down on my tired laptop makes especially my double clicking of the mouse to select units of the same type almost useless. It's such a simple feature. This should be a standard in every Flash game, right alongside the mute button.
While I'm delighted to see a great game clearly modeled after the old Kung Fu Master video game, the buyable items really are far too expensive. That goes for purchases using both gold and orbs. The fact that you can only earn one orb for each tower level puts me in the position of facing uber enemies and not having the orbs to buy better moves or more combo slots. It's a shame because, while the combo creation system is great, I don't get the chance to make use of it. And compounding that is the fact that since I'm too weak due to not enough orbs, I keep losing levels, forcing me to drain my gold funds or fall three levels down the tower.
Good lord, the pace is maddening and I like it. Blinking is sometimes a luxury I cannot afford while playing. I rather enjoy the stripped down, geometric graphics and the use of light and shadow is great. The sense of urgency ramps up as the sun dips toward the horizon and the shadows from the pillars get longer and more ominous. The series of goals to work toward for unlocking new power ups keeps me going for "just one more turn" too. As a critique, could Tris be made more visible? They're hard to spot from a distance and it's difficult enough to concentrate on the terrain without being dashed against the rocks.
Upgrades take a back seat to gameplay. The whole 'stamina' system is counterproductive to accomplished play style in a running game. Stamina boils down to little more than a timer that is upgradeable. And when I play the game well, I don't like being punished and forced to start over, albeit with a bit of pocket money for future timer upgrades.
There's no real strategy. It takes the style of a beat em' up and strips it of everything good. Each new wave of enemies is tiresome as you very slowly mow them down and occasionally sit idle while a batch fires aimlessly in an easily avoidable, linear motion.
I feel that the game is just way too padded. I earned and spent 160 orbs over the course of about 45 minutes and I still don't feel like the game has really begun. The element of speed and reflex I expect from a running game just isn't there at all. It may well be present once I earn so many more orbs to upgrade further, but I can't spend hours with this hoping for the game to finally be engaging. I'd suggest that the pace be consistent from the beginning and make the upgrades something more useful to the overall game play, rather than be stepping stones to getting the game play moving.
Very enjoyable, but I've found the AI can't seem to defend well enough against projectiles. They leave themselves wide open and even run into my ranged attacks. Keeping my distance and whittling them down over time seems to win most fights with little difficulty. Harder battles force me to battle my way out of some up close situations, but only to fall back to the other side of the screen and return to range. Amea works quite well for this.
Fun concept with atrocious controls. Turning is hypersensitive, even utilizing drift. Honestly, just tapping a directional key on a straightaway to adjust your course sends you into a 45 degree arc, let alone the oversteering nightmare of navigating tight alleys. In the beginning, choosing cars and upgrades focused on handling made things sort of bearable (though still pained), but by later levels, with the faster pace of the game, I was displeased.
I felt it was reasonably well put together. An interesting setting, captured well through stylistic design. Game play felt like a solid runner (also, nicely balanced level design) but I ended the game with 30k+ money and nothing to spend it on. Maybe adjust the difficulty progression? And while the rocket gun was an improvement, when I'm right on top of a low obstacle, like a cone, despite my aiming straight at it the auto-aim feature seems to want to take my ammo elsewhere, forcing me to jump at an inopportune moment or trip up. Just felt that the new gun, the most expensive upgrade, should have been more rewarding. But then again, it was easy enough as it stands.