This developer really does puzzle me. They currently have a whopping 41 games on Kongregate; clearly they know how to make one, but to not go that one little extra step to make it run smoothly is baffling. It's like drawing a nice picture, but not bothering to dust off the eraser residue before hanging it on the wall. Other issues: 1) Make leveling a one-click process. Watching a bar fill for 10+ seconds isn't fun and adds nothing. 2) There needs to be an easier way to compare costumes. Display the sum totals and let us arrange them based on that. 3) Have some visual indicator that an enemy still has costume parts to acquire (either on the level's map, during the run, or both).
Decent, although short and very easy like others have said. Feels pretty basic, too, like the framework for a game rather than one on its own. I highly suggest increasing the overall speed of the animations. There'd be no need for holding left click to speed up if things were just naturally sped up.
I just have one issue: when I'm trying to switch between droids using the keyboard, movement often overrides the actual switching. This has caused me to fall off tons of ledges and forcing restarts. Seems totally random, but frequent. Maybe have an option to use the number keys to switch? Other than that, it's an enjoyable little puzzler.
The one time I decide not to read comments before playing a game... Really was not expecting to lose my progress just for exiting to the menu. I don't see how level select "ruins the concept" as the dev says, either. Isn't the concept just controlling multiple characters at once? What does a basic level selection feature have to do with that? Anyway, the game itself is decent enough, though the controls can feel a little weird. It's almost like I'm magnetized to a slippery floor and when I jump, I end up going farther than I intend once I'm no longer "weighted" to the ground.
Decent little game, though the premise is a bit familiar at this point. I could do without the six second long hint between levels. I finish some levels faster than that. Could just put a hint button in the level itself, no?
A significant improvement over the first game, I enjoyed it quite a bit. Probably the biggest issue for me is the partial and inconsistent keyboard controls. Why doesn't Esc function as cancel everywhere? We should be able to go through spell tabs and pages with the arrow keys and entering areas with Enter (it's the same word, even!). I would love to be able to solely use the keys and never touch the mouse. Also, I hope future games have more interesting maps. Having everything just be the same old non-interactive square on a grid gets tiring pretty quick. Good job, all in all.
I liked that we're told which abilities we'll need for objectives. Spares me the tedium of trying to keep track and trial & error. Speaking of tedium, however, I do have relatively minor criticisms: 1) when I die, why send me back to the level select? Obviously I'm not going to give up and leave a level half done, so of course I'm going to go right back. Ought to just relocate me to the check point and save me some time sitting at loading screens. 2) Bacon enemies in narrow corridors. Why do this? There's no difficulty involved in getting past them, it's just annoying waiting for them to waddle out of the way.
I fondly remember this game and how obsessed I got with it, but I don't recall the controls being so incredibly sluggish. It's like I'm wading through a sea of molasses. Uphill. I'll hold off on playing this and just hope for an update that fixes this.
Decent little game. Though aside from the crippling memory leak, I had two issues. First, the hitbox for the kick attack seems microscopic and hardly ever connects, making it pretty much a waste of a move. Second, you shouldn't be able to get knocked down when you have your guard up. Just seems silly. It's really annoying how easily the enemies can swat you to the ground. Even a single enemy can keep you more or less pinned to floor and you can hardly do anything about it.
I was kind of surprised that when I died... that was it. I just return to the title screen. No level ups, upgrades, extra lives, or anything at all? The game just seems made for it. Otherwise it's just a very straightforward button masher where it's really easy to die. Enemy melee attacks being able to hit me from a mile away is also pretty annoying. I enjoy a good dose of difficulty like many, but it's not very engaging.
Decent game, but there's an awful lot of pixel-sniping involved. This is made worse by the fact that we have to mouse over to the restart button rather than simply hitting R. If we were like a nanometer off and miss, then we have to hit restart and then try to find that tiny little exact spot again. Kind of annoying.
P and R aren't pause and restart? Kind of annoying to have to grab the mouse and navigate to the pause icon while I'm playing, especially since a moment of inattention can cause me to smack right into a hillside.
When hovering over the furnishing icons in the room menus, it would be nice to see which customers prefer each item without having to go back and forth from the information tab trying to memorize all the various preferences of all these people.
I wish the interface for plane buying was a separate menu where we could just mouse over each plane rather than having to click linearly back and forth through 45 planes. I only ended up buying like four planes out of those, too.
Do those slow-motion segments give any sort of bonus? They seem to happen randomly and often enough to be annoying. I'm blazing along and it suddenly forces me to sit through this flow-breaking scene of regularly running over a miscellaneous zombie. I just ran over 20 others the exact same way.
This entire series needs a drastic overhaul. We're how many games into this Arkandian stuff and it's almost completely unchanged? From the graphics, animations and audio all the way to the core programming design. Starting to feel very churned out. Everything seems based around the question, "How can I make this take more clicks than necessary?" Clunky UI, fiendish lag, and ultra-tedious grinding are the biggest issues. Grind is okay to a point (being a D&D-inspired game), but it's just taken to an insane, joyless degree. Streamlining those things (as well as battle, looting, and crafting) would be an enormous step forward.
Ugh, starting over is so tedious... Normally I wouldn't mind, but it's not like I'm doing a whole lot during these levels. Also, no game should have an onscreen pause button, especially not a shooter that requires constant attention like this one. I shouldn't have to navigate the cursor over to some microscopic pause button while dodging enemies and bullets. Pause key only.
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