Hello! If you have concerns and suggestions you can directly communicate with us: https://discord.gg/XduANu5. If you have technical concerns and suggestion you can Email us at support@playkumu.com Have a good day!
"So you think I'm lying that if the damage bonus bug is fixed, the crypt charge whirl bug is fixed, the crypt re-aim bug is fixed and the high ground lower xp is fixed, then the game won't become dramatically easier?" From game designer to game designer, that sounds like a cheap answer to me. It sounds like very weird design to design a game around a pack of bugs. If anything, the game should be now drastically harder than you designed it to be because the bugs would not have featured on your plans.
Hehe we just didn't find the bugs when testing (like damage bonus and high ground XP) and the whirling undead charge was left as is just because it looked fun - it was a mistake :) So the balance was build on the game which had these bugs.
"If anything, the game should be now drastically harder than you designed it to be because the bugs would not have featured on your plans." - it could only happen if we made the game and added the bugs when it was already balanced, isn't it?
There are two problems with the Crypt towers (all of them, except maybe the lightning form). 1) If your target dies before the charge hits, you lose it. It is not an issue for other towers, but it is for a tower which part of its power relies on accumulating charges (they are just wasted in this way). 2) This also adds to #1. The slow projectiles often do not hit, and rather orbit around the enemy. This often leads to second charges being released aimed at the same target that would just die with the hit that is yet to land. In addition to being problematic on itself, targets can make it to the gem house when they should be dead already. These two problems screw up your strategy overall and make the towers little reliable.
@tkhula: pay close attention to them, you will have the possibility to make a platform appear in an appropriate position (okay, not obvious all the times). Just explore the level throughly and should see how to do it, even if you have to take the level again to do it at the right time. It would be easier if you mentioned the levels though so people can tell you each case specifically.
I really like the concept, and art is good imo, but the controls are so dull and the time limits are so absurdly low considering the commands that it kills the whole game. Even for better commands, it is a puzzle game not a hardcore action games, being fast isn't the key in a puzzle game, it is game design 101...
You know you could rename it to child of a troll: "j00 boy n00b!!!! stup crying ffs, lawl, gal isun't dead, I was just trolling ya, lul Epic Fail!" That is how I read it anyhow.
The concept is very good and like others said you need a few more updates and also to rework the update/criter info panel, they sometimes can get in your way and it is frustrating to have to make them go away while you're in a 'pencil frenzy'.
The game is excellent. The only problem I find is the jump, it can be frustrating when you know you have the two wheels on the ground and it still somehow doesn't jump, then you are in a bad angle with just one wheel and it still jumps to your doom with the bike flipped.
@zKiros : if you think of it, ain't that much. Try starting from the end (the final design you wish to make, a solution for the puzzle) then you sort the individual's pieces direction. You 'just' need then to adjust the size and how well you sort in order to define the difficult, but just by sorting the puzzle would be already created.
The only problem I found is that most elements, other switches use the same color and same tone, (kinda monochromatic). It can your eyes tired more easily, and on too crowded maps it can be really an 'implicit' annoyance (biological and not necessarily perceived consciously, but yeah, it is there).
It is not bad that they are hidden like that, it is bad that the interaction with both collectibles and 'dynamic objects' is the same and you have no idea how to tell one from the other (or much less how to identify those you can interact). A simple way to fix this would be to have the mouse change over objects you can interact, if possible marking them with a glow while you mouseover it. You would still have to hunt for the objects and still hunt for objects you can interact, but you would know what is interactive and what is not. It is needlessly difficult when you have to guess what objects are scenery and which are interactive.
Adding to Cashard's comment, the spikes issue is solved by detecting the colison with only 40-70% of the title or area of the spikes (instead of all), starting from their base. It doens't change the visual perception players will have when they actually fall on the spikes (and then die), but will when they are in a supposed to be safe area (puke or a platform) and die by touching them without falling on them.
Hello! If you have concerns and suggestions you can directly communicate with us: https://discord.gg/XduANu5. If you have technical concerns and suggestion you can Email us at support@playkumu.com Have a good day!