This is the vaguest germ of a good idea. If it had actual controls (I'm not asking for much, just the ability to move left and right as well as jump), the physics and zany multipliers could make it fun. As it stands, it's just a dice-roll.
Oddly enough, the dealbreaker for me is the 5-second countdown. It completely breaks any sense of flow by stopping me cold every time I screw up. And a game like this is going to be full of such screwups.
I like 90% of this game, but the later winter games levels are highly frustrating to me, because the ridges blend in with the road. Thus, I can often not see an upcoming ridge until I've already walked over it, missed the next ridge, and fallen off the road. This reduces those levels to memorization exercises. A bit more contrast so I could see the road ahead a bit better would make a world of difference.
I just realized why the game's progression is so terrible. There is actually one, and only one, way to get a decent amount of money in the game: give real cash to the developers. Right now, my level is in the low 20s, so the timed rares items are about $12k-$16k. That would take dozens of levels to raise, or I could give the developers $6-$8 in real world US currency to get any reasonable degree of progress in a single-player game. This is even leaving aside the fact that said item will be useless a short time later.
A lot of the problem would be softened if the player got (some) experience and drops even if they fail the level. By denying the player experience, you just waste their time. 2/5 until progression is rebalanced to be at all tolerable.
When the sell value (not the buy value, but the sell value) of a Poor-quality piece of vendor trash dropped during the level is greater than the actual level reward, the game's economy is just too lopsided. I like the gameplay, but the progression is so stiflingly slow that it taints everything else.
Gotta say, not a fan of the new UI, mostly due to the fact that the price is no longer always visible. The scrolling buttons are amusing, but get in the way of usability. Can't judge the new content yet, but I like the upgrades that cut the price of future purchases.
Was teetering between 2/5 and 3/5, till the final boss. Which is just a giant damage sponge that walked through my defenses (I had a trap in every single spot) and killed me with 1/3 of its health remaining. Yeah, 2/5.
Sing hallelujah, it's only been 3 decades of this genre, but we've finally found a dungeon crawler that automatically discards any items that are strictly inferior to what you already have. Add in the how-did-we-ever-survive-without-this feature of side-stepping obstacles (never thought of it, but the game moves so much smoother with it) and this is a hell of a great game to get for free. 5/5.
The boss is just ridiculous. Random element (chance of getting red worms) + timed run = not only hard, but unfair, since you have to get lucky to win. It's entirely possible to play flawlessly but fail the boss anyway, always a bad sign in a game.
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