Nicely done, sir. Just had to suspend my disbelief that these "hands" can't simply grab a cog and drag it out of the way.
If there's to be a sequel, a mechanic where the hands clasp together at a tile so you can switch which one is supporting the heart/gear/bubble might open up some challenging design options.
I went ahead and gave this 5/5. There are several tiny tweaks needed for clarity sake (in the upgrade menu)--for instance, is armor=weapon type resistance? But I really love the style, design, story. The balance feels near-perfect. Job well done.
I can't fault the developer for anything in the game--everything's really great, and the tight, simple level designs you came up with are stellar--can't help but feel I need more elements to the puzzles to give it more than 4/5. Hafta check out more of your stuff on Kong now :)
First off, 5/5. I may be a weirdo, but it would be cool if a game stopped tracking money after you've bought everything. Ya know what? I wish the final boss had 3 parts. Getting to fight all bosses together makes up for it though.
Great start for a game! Need to fix the lag issues; my flash plug-in errors every time I die :/ I don't mind the narrow kill windows for successful striking, since there are so many ways to keep stam up. I will say that we should be able to choose what class to restart with, not default to who you died using. 3/5, could be 5/5 with some fixes.
I had to re-read the rules a few times to get my head straight, but i knocked out most of the 6x6es with ease after that. These puzzles allow for more trial and error than the usual, sudoku-style, deductive reasoning puzzles. Well done.
Despite the autosave feature making battles super easy (you can restart your turn as often as you like to adjust for misses and mistakes), the story dialogue, interactive objects, and hidden stashes make this amazingly fun. Seriously underrated, looking forward to part 2.
I'd have to say my biggest qualms are that nothing can be bought more than once from the same shopkeeper, particularly healing items and basic crystals, and the lack of proper map info, like buttons and discovered illusionary walls (basically anything interactive).
Once you get to the hostile missions, not having the ability to yell specific orders at these peons is what gets them killed. This game would be 5/5 if not for the hapless colonists, mining in the last places they should be.
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