That was absolutely beautiful! I'm giving it a 5/5 for the presentation, story, music, etc. and I have one very small request to change in the sequel, should you decide to do one. Please let the bosses take damage the moment they can damage us. As they come onto the stage, they can hit us with two salvos of their weaponry before we can do anything, and I think that's a little odd. Also, variation in the bosses would be great. There's nothing wrong with the repeats, but reaching Iblis and having to slightly change strategy was very nice considering I had fought the same 5 bosses 3 times. Congrats on such a great game!!!
Two things: 1) Great game! I'm seriously impressed by the quality of this submission. To create a puzzle game like this where it is NEVER necessary to guess is a mark of great craftsmanship. 2) In the light of number 1, the final level available on Kong is lackluster. While the earlier levels were challenging, I got through the last level quite easily because of the insane number of 8s and 9s. Still a 5/5, but I'd like to see a multicolor final level that takes longer to solve than the 6 color 25x25 (45 minutes total).
I absolutely LOVED Chapters 1 & 2, but it's far too late to replay them both and start this right now, so I'll start tomorrow. Congrats on your next chapter! I'm giving it a 5/5 in advance, and I don't expect it to change!
This game is wonderful! I love how I can apply quite a bit of what I learned in Comp Sci last year to this game (Most obvious is Roboplanes with sorting algorithms) . It's very challenging but I look forward to the day when I actually finish the whole thing.
I give it a 4 because, as you said yourself, it's unfinished. This game has some serious unrealized potential, and I think you could make it awesome! No big recommendations other than try to make the shadow casting a little more obvious. Last level I thought one thing was a wall, but it was just a shaded area. 4/5
So I'm loving this game even more than the initial one, but there still needs to be an inhibitor on the day ending before all gold is picked up. I swear I lost at least 50k due to not being able to pick up several Santa drops because of the day ending early. 4/5 though, 'cause it's still great!
So I started the final level by almost dying... then I moved the city up to the third tier and managed to recover enough to finish the level! In fact, I had actually stopped one of the spawners from spawning any more slime! I don't really care if it's a demo, it's got everything necessary to be a full game. 5/5
Beautiful... I don't think any combination of good words can describe how excellently you pulled this off. Props to the musician and artist, as they really helped the atmosphere. I cannot wait to see more! 5/5 (because it won't go to 6/5)
This took me 2115 deaths and 3084 time. 350 deaths were on lvl 45, 400 deaths were on lvl 48. If this was original material, I'd judge it accordingly. But since this entire game mechanic has been done before, it loses originality points. Random obstacles suck in a game like this. Using them does not make the game more "challenging" in a good way, I would liken it to increasing the enemy stats in an RPG by a factor of ten. This game NEEDS a pause button (maybe spacebar) and it also needs to not immediately start. I died two times at least each time I died regularly on reverse gravity levels because of the placement of the ball at the start and the auto-regen. Finally, hit detection is horrible, and needs a lot of tweaking.
I did finish though, because I felt that if I was going to give a game a 1/5, I'd better be completely sure it deserved that score. Test it longer next time, then maybe you'll get a better score from me.
So I know people are just throwing up level designs by the hundreds, but I really liked my level design for Brimstone.