It's a good sequel, but I think the small sections on you have to land on between blades and pits on the boss level are too punishing, especially since the stage keeps moving. (Also, if you're quick enough, you can use the first statue to teleport BEHIND the blades, and the level continues on without you until you R or run forward to kill yourself.)
--A nice game overall, but could use some improvement.
--A zoom-out function would be great. Zoom in doesn't work for much in this game.
--An option to auto-skip the end of day screen.
--Tool tips on hover for many things would be nice. Like worker skills.
--Balance reputation a bit. As it is, I was still working on hardware but was getting many customers wanting engines. However you do it, reputation should tend to hover right at or slightly above whatever level we are producing at.
--New hires and workers who leave the teach room/lose there room due to skill resets should automatically go to the middle of the station.
I think that a good idea would be to add a 'Last Login' stat under each friend in the friends window. It would be nice to see at a glance if friends I've added for farm reasons haven't been on in a while, instead of having to watch to see if they do anything.
Every now and then I encounter some extreme lag in the game. Otherwise, this is a pretty cool game. I enjoy having to use the two people to take different paths. through the level, clearing the way for each other. It's refreshing when compared to similar games where the multiple characters take the same path, simply using buttons and moving platforms to get each other to the end.
Loved the game. It had some challenge early and middle game. And then I got the lightning gun. It was easy from there, which is wonderful. It's like a reward for killing so many robots: "Hey, you're so good at this, in this game it's actually /easier/ to do something the more practice you get!" I enjoyed getting the full upgrades and decimating the machines before finishing the emp. A simple game, which is fun to play through.
The ending was a tad disappointing. I kept thinking more was going to come after that last sentence, something profound. But it just hangs there... Otherwise, great game. I loved the music and the game play. Wall jumps were nice, and the time element worked well too.
I enjoyed this game alot. I was shocked when I finished it though. Too short, in my opinion. Good job. I hope to see either improvements to this game or a sequel.
Lad, you only need to press the button once before you go into slowmo. It uses up your energy, so make sure you can take care of the challenge with the energy you have. The Neo perks help, along with the one that gives energy for kills.
Beautiful music that goes along nicely with the game. It was a great game to play, once I figured out that I could do more than swing slightly back and forth on the clouds. Admittedly, I had to look at the comment telling us what to do for my first planet. After that, though, the rest weren't too difficult to find out. The crystal planet, I believe it was, was a bit too bright. Other than that, I really enjoyed the artwork and the mini stories on the planets. Why did the people on the gas planet disappear though? Overall, great game. I look forward to playing the next game. It will be interesting to see where the story goes.
Decent game here. Gets boring fast though. I don't mind that there are no lives, or what have you, but perhaps you could split that into a 'zen' mode and a normal mode, for those who do want lives added in. I agree with the others that a few special crates and/or conveyor belts should be added in. I enjoy the music in this game. Overall, good job. Now all that's left is improving.
I don't know if it's just me, but it seems that the Pea Cannon is faster than the Tooth-pick, even if the description says it should be the other way around.
Decent game. I don't like how a monster can be on the same spot as you, and you can't hit them, yet they can hurt you.
I enjoy the music, and the art is nice to look at too. Keep up the good work.
The targeting system of the towers is flawed. Often in the later levels, the towers will ignore enemies that have moved out to the front, almost certainly causing lost lives.
And the poison towers are way too weak compared to the fire towers. I can get tens of thousands of fire damage per second in no time, yet poison struggles to reach 1000. If you have a poison resistant creep, then you can forget it.
Other than that, which is all I can think of at the moment, this is a decent TD game. I liked the exp system for the towers, as they would get stronger in their own time.
Good job.
I second the posts that point out it's NOT a relaxing game. The bombs make it /very/ stressful. Especially the bomb rains. That come again and again at the same exact spot. That all said, it's not a bad game. Mart: Press 'P' to pause and you can upgrade in the air.
Good concept, but not quite there. For me, the controls are too 'clunky'. I do not particularly like how you shoot one line and have to see if it makes or misses. I'd like to be able to continue to move the magnets around while the beam is active. It was, however, a good idea to leave the previous path on the screen. Aku: Yes. Auditorium is MUCH better than this. No offense King. But Auditorium is also not free. You can play a demo, but you have to buy the game to play it all. That being said, 2/5. The game just couldn't hold my attention. Nice try though.
Jumping has some problems, as I often can't jump when still on a platform. And then fall.
I got all the way to the snail. I jumped next to the snail, never touching him, but died anyway.
An alright game, but a couple of problems.
Has potential, but isn't quite there. If you are going to try and make a story line out of it, perhaps make it a little more in depth. I like how the scenery reacts to the ball, as well. Good job.