I don't know why everyone's complaining about the length. Some times five or ten minutes of snack sized fun is just the thing. I like a game that can get me invested emotionally, while challenging my brain, and it's just a bonus if I don't need to commit two or more hours of my time to get that. I like long games okay, don't get me wrong, but I think it's nice to have stuff like this, too.
Everything I liked about the second game, but none of the stuff I hated. This is a perfect continuation to a series that showed a lot of promise, but had a couple issues holding it back. Great game, guys. Totally awesome.
While I really enjoyed the fast pace and endless action of this game, the loose feeling of the controls and the game's tendency to mockingly steal hard won progress made this more frustration than I was willing to endure. Some variety in room size might help with the tendency to slide out of a room just as you're getting the upper hand, and make the truly insane map a bit more navigable. A few permanent powerups might make the whole thing feel much less like an exercise in futility, and ffs, stop it with the slow status effects! I can't think of anything more frustrating and needlessly cruel than when the game sits there and goes "Ha-ha! I'm going to steal the last five minutes of progress, and there's nothing you can do about it!"
Captain of ship: Hey everyone, who wants to go to Madagascar?
Disease ridden masses: OOH!! ME ME!
Captain: *Drives ship towards Madagascar*
First mate: Captain, you hate Madagascar!
Captain: Oh, I do? Eff that place, then! *abruptly changes direction*
I WANT to love this so very badly, it seems like a happy marriage of Necronator and Kingdom Rush, and those are both awesome. However, it still needs a bit of tweaking in the pathing and controls. Sometimes my units just sort of stand there and twitch. It's extremely frustrating watching them get slaughtered because they're hung up on a corner, or are running into each other. Also, your flavor text needs a good beta, I think, some of the English in the cut scenes is kind of... odd. Other than those issues, though, this game is pretty good. I'm not in love, yet, but it's playable mostly and has a good idea driving it.
A well constructed, entertaining game with hilarious dialogue and responsive developer listening to changes? Pinch me, I'm dreaming! For the record, once I came down to the comments and saw how much you were participating, I added a whole other star to my rating and shared it on FB, since I really appreciate that kind of effort. Awesome game, guys, I love it. This bard dude is very funny, too, and I've enjoyed the story a whole lot. I do have one suggestion, since you're so willing to listen:
In survival mode it would be nice to be able to adjust your decisions more. For instance if I buy a unit, and then decide that I don't want it, It would be great if I could put it back, rather than having to reload the game to start over. Same with unit levels, I'd like to be able to tinker with them a bit more before I make a final decision. Maybe an up/down switch rather than just the one upgrade button? Don't worry if you can't respond, I won't take any offense.
This is the kind of game where you ragequit every 10 minutes or so, and then come back five minutes later going "Well, maybe if I do it this way..." and then that fails, and you ragequit again, completing the cycle.
Somedays, it's just time for a dungeon crawl, no muss no fuss, just smash monsters, get treasure. I found this game well executed on almost every front (dragging the magic over enemies was a bit clunky and annoying, but other than that the controls were perfect.), and while it was a bit short for my taste, it was absoulutely enjoyable. 5/5, I hope to see more (Perhaps a sequel with 500+ floors?)
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