Your game offers me no opportunity to actually play it. Instead, it simply replays the same 25(ish) second advertisement about itself over and over again. I've already made the choice, by clicking a link to your game, to play it - it no longer needs to sell me on that choice. Instead, your game needs to convince me that that choice was worth my while - all in all, I'd say it offered a massive failure.
This game shows nothing but a black screen with two scroll bars. When I try to move one of those scroll bars, the following message pops up: "An exception has occurred, but exception handling has been disabled in this build. If you are the developer of this content, enable exceptions in your project's WebGL player settings to be able to catch the exception or see the stack trace.". It seems there's some debugging left to do in this game.
Suggestion: Allow the player to increase maximum mana somehow. Remove imbalances from stacking effects by prohibiting any spell from being cast (instead of just the active spell) for the duration of any such effect.
Suggestion: Give the Royal Exchanges a different effect depending on which faction's coins you're spending. The current upgrade seems suitable for the Undead Exchanges, but the Elven Exchanges would feel much more appropriate if they improved your click reward instead (for example).
This game falls prey to the flaw so proliferate in Flash games: showing me cut scenes before gameplay. Before I'm committed to your gameplay, I refuse to put any effort into your plot. Then, once you've shown me enough gameplay to commit, I've already missed some of your plot, so I'm not going to bother with any more of it. Convince me of the value of your gameplay first, then show me your plot - you'll create a much more valuable experience for it.
I lowered my rating from 4/5 to 3/5 due solely to the completely absurd and unnecessary plot cliffhanger at the end. As a game this is actually quite decent. The differing requirements from collecting tacos versus bats/stars is quite jarring, even though it makes perfect sense when you think about it and the same can be said about the coloured flowers.
Way too much time passes after you meet your doom before you're ready to start again. The arrow keys should be functioning toward your next attempt at about the same time (if not before) the sound effect ends.
Such an abrupt ending after so little game play leaves a really bad last impression. Also, the inability to posses both the double jump and wall jump at the same time is very counter-intuitive as is the fact that you lose the abilities if you use them enough times. Finally, the only way I could find to restore health (besides increasing the maximum) was by dying - some kind of health restore system would dramatically improve the experience.
The controls are horrendously awkward and clunky. Using the arrow keys for movement and certain other keys to activate abilities (or, at the very least, offering this choice in the options menu) would be a much more appropriate scheme for a game like this. As it is, it's not comfortably playable.
How to make a puzzle game absolutely abysmal in every way, shape and form: construct an in-game situation where absolutely nothing in the game's mechanics can tell you how to proceed. It only takes one and this game has several of these types of situation.
What starts as an incredibly engaging and enjoyable experience degrades into a meaningless slogfest designed to force a walkthrough upon you. It could have been so much more (it *was* so much more) - alas it effed up so dramatically.
This is a fun game, I enjoyed it a lot! It would benefit from a condition in its moneyDrop function which returns false if the player has no more upgrades left to buy - the screen gets unnecessarily crowded later on.
The idea of "organization members" versus "immortal organization members" is absolutely absurd! You may as well increase the cost of organizationMember level X to that of the current (organizationMember level X) + (immortalOrganizationMember level X+1) and be done with it. That would, at the very least, keep the player from guessing or, worse, assuming their crystals are being spent toward something useful when the thing they're buying is, in fact, going to simply disappear in five minutes. At the very least, you need to stop one upgrade line from increasing the cost of the other so that you can know exactly what the cost of both is going to be before you start the purchase process.
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