An easy overview of amount of resources in stock / amount of resources needed for an upgrade would be nice, perhaps as a green/red bar % across the upgrade cost field. It's awkward to check between stock and cost when things cost a lot of different materials, and with the zoom/resolution difficult to read text from the conversion to Kong, it's even less fun.
There needs to be a way to manually disable knife-throwing. It makes no sense to disable your only melee weapon against a ranged target when there's some 5 other ranged weapons which do the job just as well but can't be used against melee. You've given us manual weapons switching (because auto weapons switching is a bad idea), so please let us disable knife throwing.
A way to demolish/remove a conveyor, or indeed any item, placed by the player would be nice... I don't like having to restart the entire level because I placed something one block too far or too short.
Nice little game, good fun... but really bad on my eyes. Dunno if it's just me... Not sure what would resolve it except for toning down the background, or making the screen fixed with the character moving up and down rather than vice versa.
Hmm, looks like a fun game and plays well, but it's really tedious to redo the level from the start if you die... Especially with how slowly you're forced to take the level. At least give us a way to move faster. If we're at the front of the screen waiting for it, something is wrong!
A great little game, but frustrating when you have to wait for the bird to climb out of the sarcophagus when you keep dying on one frustrating part. Either cut the animation to a shorter one (or remove entirely) for respawns, or allow us to skip it by pressing space or somesuch. Would also be nice to have more control over the bird (glide without flapping, dive w/o waiting for stall etc) but I'd guess that's part of the game.
Promising start, nice concept (though not entirely original), well presented... Controls are a liiiittle glitchy, but nothing major. Except it goes downhill from there. You made a fatal mistake and that's to just start making hard platformer levels instead of using the formula that had worked so well up until that point. This *is* in IWBTG territory and not in a good way. As for the "reward"... Unfortunately cost you another star. Grand total of 3 of 5.
Mmm, this game would probably have been better if it wasn't like Diamond Hollow, perhaps you could redo the controls, add some new mechanics and become Mighty Magus instead? You've got roughly the right graphics for it =]
Menu interface could be a bit smoother. Game's pretty addicting, but it's really awkward navigating through all those menus to be able to keep playing after death, or even between levels, let alone after game over.