The challenge isn't really there, it's more just a time consumer. I do live the music and the artistic concepts within, but the puzzles could use a redo.
Decent game, nice to see SOMETHING that isn't an idle game for one. Would also have liked the movement upgrades to increase movement of the priest rather than distance traveled to help avoid projectiles.
I loved this, a simple game with a silly concept that you can't help but giggle at as you finish it. Kinda surprised the last level was just lifting a block though O.o
Fun, but hardly an advance over the others. If you're going to come out with a sequel to a game, you actually need to add something that sets it apart from it's predecessors. This feels like the 3rd upgrade complete game, rather than Upgrade complete 3. It's the same game, a 3rd time, rather than progress into title #3. Not a bad game, but still the same as ever.
It would be nice if there was something to sink time into click wise outside of the hearts, such as money/skill training areas. The hearts come rather quickly, so, after quickly maxing out the required hearts, you kinda sit and twiddle your thumbs. While it is indeed an Idle games, the more well founded ones have it so that, when you ARE paying attention, you can help speed things up and interact. A few additions to the girls might not hurt either, as the main difference between this and so many other idle games is the 'dating' attachment. That part would be more QoL, rather than anything else though. Cute game, hope to see how it progresses.
I continue to see games produced with stamina, and it confounds as to why, outside of getting more money. Now, back in the day, you payed quarters to play in arcades and stuff, and that was cool. You knew there was a cost, and it was probably gunna cost you a few quarters to get through the entire thing, but hey, it was worth it. The game was fun, and you wanted to keep playing. This doesn't take quarters, however. This takes 10-20$ a pop, and how long would that last you? If you make a quality game, I'd think you'd want people to be able to enjoy it. When people can only enjoy your game for a few minutes, rather than hours, they aren't willing to stick to it. This is why gamers rage against this game construct. We want to be able to sit down and enjoy a game, front to back, without paying out the ass for it. Your game is decent, but waiting 2 hours after using up 20 stamina is ridiculous, and it's not THAT good.
Probably we will change the stamina system because we want to change our focus on the web version (at the beginnig the game was made for mobile users) because we think this game have potential to do well on the web platform, and here we have a small but solid user-base that are helping us to do great decisions and improvements. Unfortunatelly those are not a quick changes and we need time to develop all the modifies to change the game for the web audience, but it's a thing we have in plan to do. I think we need 3/4 months to to all this changens and have a finalized game, so please follow RiseFall during this time and if you want tell us what you think about it. Thank you very much for your feedback and for your approach.
You find a fairly good balance between complexity and simplicity. There's enough complexity to keep you engaged, but enough simplicity to allow for a comfortable pace and relaxing play style. The back drops are very catching, and the music sets a sort of out of this world zen atmosphere. Your game keeps the player content and relaxed, rather than drowning them in stimuli and looking to overload them with complex. It's a wonderful experience for such a seemingly simple game.
I really liked this game. The challenge in these is usually too high for me to stay invested, but with the star system, if you wanted to more enjoy the game than challenge yourself (which is a blessing for those who aren't great at these games,} We were allowed to the end, while still being challenged. Very creative levels, and wonderful execution.
I just wanted to also say, I see the mass log of comments with issues/concerns, and you're addressing them all. I like that you're actually listening and updating quite frequently to solve these issues, keep up the good work..
I like the premises, and the game has some decent play, just kept getting stuck in matches with 2v1. Not really a fault in the engine, just an unfortunate side effect of a limited beta community. I'll easily play it when it goes public.
There needs to be respawn invulnerability, In my first match, one of the opposing team picked up a saw and simply killed as as we respawned. Most simply quit the match, this'll drive away your potential players if they feel they can't even spawn in.
My only complaint? The lack of a kick vote. My literal first 3 matches were ruined by a troll, and not the same one. I bought SAS creds and bought the full mission upgrade package each time. I'm not saying I should get a refund, I'm saying the majority should be able to avoid a single retard messing up the entire mission. Please work in some sort of work around for a single stick in the mud.
This game has a fairly large Pay to 'win' aspect, I question whether it'll even do well on Kongregate? The implementation of an energy system, the repair cycle, is an instant detriment. A fairly large percentage of Kong is hardcore gamers, ones who are used to just throwing as much time into a game as they have. If they have to wait for a cycle to restore their plane, they'll spend that time looking for a new game and simply leave. That's a gambit you can run on Facebook, as most people on there have other things they'll do in their down time, but Kong is full of people who simply ant to play a game until they can't, not wait for respawn cycles, energy, or repairs. As for the planes that unlock through Kreds, holy guam. There should be a rank requirement on them. The quality grade is so violently steep that it feels like a pay to win aspect. That's my two cents, hope your game succeeds.
I LOVE how the creator listened to comments from the other infector games about the news anchor being safe in some long buried bunker, and gave us a game to finally get her.
Probably we will change the stamina system because we want to change our focus on the web version (at the beginnig the game was made for mobile users) because we think this game have potential to do well on the web platform, and here we have a small but solid user-base that are helping us to do great decisions and improvements. Unfortunatelly those are not a quick changes and we need time to develop all the modifies to change the game for the web audience, but it's a thing we have in plan to do. I think we need 3/4 months to to all this changens and have a finalized game, so please follow RiseFall during this time and if you want tell us what you think about it. Thank you very much for your feedback and for your approach.