DoodleGod1: 4.2 rating. DoodleGod2: 4.0 rating. DoodleDevil: 4.1 rating. DoodleGodBlitz: 3.2 rating (at time of writing). In my opinion, energy/tick based games like these are better for mobile players and apps. Especially if you intend to add in pay elements and pop-ups to pay only content. Honestly, I'll be surprised if you break the 4.0 rating wall. And it feels like you're trying to cash in on the DoodleGod fan base to make a quick buck. None of the other DoodleGod games have the same number of plays as the first. Innovative games will always do better.
So far, two bugs encountered. Killed mob did not leave the screen. Elemental rock in place walking. It doesn't attack or actually move. Just continuous walking animation. I like the difficulty meter, but the game really boils down to easy achievements and endless grinding.
As everyone says the controls could be more refined. You could try making wall jump only applicable when pushing into the wall. And also change the requirements to jump and crouch so they trigger more easily.
So I found the vending machine. Then in the engine room, thinking I was suppose to match up the wires I fell into the white, slowly moved onto B floor, then fell into the port hole, and fell endlessly. One infinite loop to another.. is that the ending? Also, fixing the electrical wire is not clear enough, I swapped MANY *live current* wires for grounded leaves before realizing that it was safe to walk on electricity but not water.
I noticed all my best distances and money gains are from runs where I did poorly with the launch. The best launches were generally average gains. What's the point in a launch with gauges if isn't that helpful.
Where is Schattensilber seeing these "everyone". He's only the 15th comment in, and there was only two references to Kingdom Rush (and one to Necronator). Both of which seem to be comparing the look of the menus, to which I agree.
For me, the hardest level was level four. Ten needed a bit of visualization, but implementation was straight forward. With four, I couldn't see where the last button was and would miss it by a small amount, and die.
Multiple loads causes Pochi to start evolved. Then when you try to level up he won't evolve so the game keeps telling you to level up until you run out of candy to level up. And there's nothing left to do but refresh.
5 Secret items locations. World:[X,Y]. Example - Key is at 1:[1,1]. 3:[1,1] Requires lever (1:[1,3]) at default position. 3:[3,3] Hammer (7:[1,3]) on dome. 5:[4,2] Stone button (7:[5,2]), hammer, and energy trail (6:[1,1]). 3:[4.3] Beneath the floor. 6:[5,3] Hammer on pipe covers. Every clickable object has a purpose. The hammer is leftover.
Hey, do you like games? So do we — that’s what makes Kongregate the best source of free games online. We have thousands upon thousands of free online games, from both one-man indies and large studios, rated and filtered so you can play the best of the best. Read more »