I like how the bikes feel more weighty and less subject to momentum. It makes the game both tougher and more responsive than before. The removal of instant explosion on contact with the ground is also much appreciated.
I smacked facefirst into the ground, and then I saw the face of an old wise penguin and this message:
I COMMAND YOU TO RISE FROM THE GROUND AND FLY SOME MORE!!!
After which I was catapulted into the air. What exactly triggers that?
Well, I feel like I'm playing the original Zelda game, except watered down and with a whole lot more grinding put in. The whole thing in general just feels lazily designed. The assets ripped from rpgmaker are fine, that's what they're made for, and they accomplish what they need to. But the only word I can use to describe the rest of the game is drab. There's only one attack regardless of your weapon choice, the writing is extremely stilted and boring, level design is weak("This place is amazing!"), and enemies are lifeless. Even the xp and equipment system that the grindquest is built on gives you no sense of progression, with leveling giving you nigh unnoticeable benefits and weapons jumping from using 7 hits to kill an enemy to 2, then becoming underpowered immediately after encountering a new enemy. I'm going to be optimistic and agree that with some tweaking, this could be a decent game, but as it stands, it's barely more than a prototype.
Well, I don't suppose there's a reason to flag it, but usually idle games have at least an animation to watch while you chat away. Simply a kitty ninja and a rising point value reeks of simple exploitation of the human need to gain something at all times, universal love of kittens, and universal admiration of ninjas. I hope to see a game from you that is free from the use of such underhanded methods in the future.