This is competently done, but completely uninteresting game play. No original mechanics or interesting puzzles. Just run in a straight line the only way you can go until you finish the level. No exploring, or real puzzles, or branching paths.
There are also a few bad design decisions, like putting a checkpoint before a section where the player just has to sit and wait to get through, making the camera snap back and forth so hard when the player turns, and making up be jump in a game with down-look as a mechanic (that you are punished for not using). If you have screen-look in your game, it should be up and down, and jump should be some other button.
And as many have mentioned, the boobs are messed up. It's not even that they're too big. It's that boobs don't look like that. Your artist should learn anatomy from real life, not from anime.
Units that can die in a tower defense game are only interesting if there's a way to protect them somehow. Here, units dying is just an annoying constant. Like respawning is a replacement for reloading.
Also, I can mute the music, but it just keeps unmuting itself after being muted for about a second.
The first area ran okay, but once I got to the grasslands things got really glitchy, such as not being able to fire a loaded cannon for a moment after it's loaded, and suddenly stopping for no reason. Just a stretch of grass and I come to a dead stop? Happens all the time in grasslands. The controls are also iffy. Space as jump is a bad choice, but it also doesn't jump every time either. Altogether it makes the game not fun to play.
The most frustrating thing about this game, besides the aching slow pace, is the amount of randomized BS throughout. The second time you have to choose who stays behind is particularly frustrating, in that both choices are random selections, so maybe you get one good unit in each. What this really means is loading your game over and over and over and over and over until you get the units you want on the same side. Spent more time on that than strategizing, because every level is the same.
For those struggling with level 27: Work through the level backwards in your mind, to figure out the path you need to take. It's probably simpler than you're thinking.
If you think this is a Fez rip-off, then you haven't actually figured this game out at all, and you'll never be able to beat it. You're also simply wrong to assume Fez is the first game to ever do both 2D and 3D. There are even games on Kong in this style older than Fez.
The graphics and general presentation for this game are great, and the idea for the gameplay is interesting, however, I'm finding it too frustratingly slow to keep playing. Waiting for ages to turn around so you can go back and turn around again isn't fun, particularly when all you're doing is waiting for a pattern of bats to allow you to get to a fruit.
It's a nice game. Played through on nightmare and enjoyed it. My only two complaints are the cooldowns on hiring units and the level setups. Not the challenges of the level, but being made to use second tier units I don't like (such as swordmasters). The last level is particularly stupid: Oh, I lost and I need to rethink my strategy? Since I'm not choosing what units to use, and I have to guard the middle of the map, what exactly about this level involves my strategy? It's like I'm watching a movie. And each time I lose because the king is my only knight and refuses to retreat.
I was surprised at how good this was. It's much much better than the first game, and (playing through on hard as my first playthrough) I felt like it had a really good learning curve. Just when I felt like even three enemies were getting too easy (though they are somewhat unpredictable, there are imperatives in their AI that make them manipulable to some degree), you introduced the unknown enemy and I had to throw out my strategies and mix it up quite a bit. I like that the AI of the unknown aliens are significantly different (and harder to kill).
The ability to choose the percent you send with each click (with the numeric hotkeys) is absolutely key to this being a great game. The only thing I'd like to be able to do that isn't there is to tell a planet to send all its new ships to another location.
Another thing that would be great for a sequel is giving all enemies strategic distinctions.
Also, multiplayer, please?
Am I alone in thinking that the scoring system and the meta-game stuff is just completely missing the point of this type of puzzle? It certainly doesn't make it more fun.
It's a nice game, but it's not particularly unique. The pixel-perfect time requirements on some of the levels feel unreasonably strict, considering the looseness of the platforming.
Contrary to popular belief, all ninjas is not the best team. Pirate Ninjas are the way to go! Pirates and back and ninjas in front gives a much better spread than all ninjas.
In theory, user submitted questions mean you get a good variety of trivia. In reality it means you get a lot of really really stupid questions, some impossible questions (for non-cheaters), and worst of all, some questions that are just wrong. Losing a game because the question is wrong is just too frustrating to tolerate. Even more so when it somehow is "verified."
Can any spell set compete with Mors in any way? Death Spawn is so incredibly useful/powerful for its cost/cooldown that if that was the only spell in Mors, I'd still pick it. As it is, it also gives three other good spells.
The endgame is disappointingly easy. Hard mode should be harder. As in, actually hard. Unlike with Kingdom Rush, hard mode on this was just a matter of replaying the game. I didn't need to rethink my strategies at all.
Thanks! We've reached the end of our planned development run, but we may still add new features and levels in our spare time.