"sometimes have good luck .. and sometimes just bad luck. ;)"
This may be the absolute WORST developer excuse I've ever heard for not including error checking of some kind to prevent unsolvable puzzles in a puzzle game.
Can someone please explain to me why my pet Lovecraftian Eldritch horror with all his psy based powers and psy boosters would prefer to engage in girlish slap & tickle fights?
The post-combat pathing for units is really bad. I just missed a Perfect rating on a level by one second because a unit surrounding a castle wasted 5 on going back to the point from which they charged into combat instead of just occupying the castle they're standing right on top of.
STUPIDella is pretty much exactly what it says on the tin. The art is quirky, but borders on "hipster indie comic" like it's trying too hard. Some of the scenes are funny, though most are just kind of "meh". As a game, it's weaker than most "hunt & peck" or "click EVERYTHING until something works" because of the lack of consistent logic.
Hmmm... seem to be having an issue with the goals in the Tarsus Coliseum, specifically the one that says: "Win a combat without losing a gladiator" I've won a few without losing a gladiator, in fact a couple without the enemy getting through my armour, yet I've not gotten that achievement. Anyone else having similar issues?
@ITG_321
Yes, I only consider a game good if it's fun, as gameplay is the point of a GAME. Your argument of different genres of movies is a fallacy. Different genres are enjoyable for different reasons, just as different game genres are. A game where you have no interest in playing other than to see the story or message through fails as a game even if it succeeds as a story telling device in every other respect.
@Felix_Aurelius
The problem with saying that a game isn't designed for fun is that it misses the point of being a game in the first place. If a person wants only to deliver a message, that's what film and books are for. Would you watch a film that you had to keep pressing & holding the forward and back buttons to advance? That is essentially what games such as this are.
I think it's a bit harsh that Megalomania drops your arcane to 0 when your sanity goes above 0, no matter how much arcane you had before the sanity loss.
The replay on your past selves needs to be cleaned up A LOT for this game to really be worthwhile. I got tired of my past selves falling into pits that I repeatedly cleared the jump over. Other than that though, it's a pretty good little puzzler.
Game shows a lot of promise, but never fully delivers. The upgrade system is a cool idea but the execution borders on oversimplified. The square room, square room, oh look, another square room layout is boring and makes you not really care about exploring. Same goes for the palette switched enemies. The repetitive rooms also leave no room for attack strategy, meaning that mods like scatter are mostly pointless.
I think the mouse movement could be smoothed a little (I tried toning down the effects and graphic detail to see if it was just my browser, but it was the same.)
Over all though, great game, way better than all the other sniper games with their nondescript stick men.
As for anyone who has complained about the corny or melodramatic story, learn a little about the "noir" style before you give this game too much of a hard time.
@Darkend_Soul The entire point of any game is fun, otherwise one would just tell a story and not bother with the "game" aspect of all. A great game with a poor story can be forgiven, a great story with a crap game attached is still a crap game in the end. But that's all rhetorical anyway, seeing as how this actually is a fun game in spite of its problems.