Game responds well to the codes, and I had very few issues getting the right code in. My only complaints is I have no idea how much health painkillers give, or how close to my next level I am, both would have been nice to have displayed (looked like about 60% health for painkillers). 4/5 + 1 for originality. Great work. Make another one that's longer lol.
Pros: Easy to understand UI and upgrade system. Simple controls. Scaling Exp was an awesome idea, congrats on that. Cons: Speed is WAY too important, and health to unimportant. Bosses are too easy. Suggestions: Change Health increases to equal hardest hitting shot x 1.5 in each section of levels (so after each boss, it just increases a bit). Change health upgrade to Defense, reducing damage from each shot by .5 (to a minimum of .5). Make health orbs drop less frequently, and make a ship that drops more then normal that doesn't show up often. New upgrades, Spread and Fire Rate. Power will now just increases power, Spread adds shots (to a max of 5 or 7 shots). Power will strengthen spread shots, but will make the single shot more powerful if there is no spread (So max power = 9 damage for single shot, hardest hitter in max spread would be 4 or 5). Fire Rate does your weapon speed and could make a single shot fire a bit faster then a spread and speed does your movement
Your wall sliding mechanics need work. I can rope climb up a wall faster then I can wall jump, and I have better control with a rope. You need to let Up or Down let you drop from a slide, and the ability to jump the moment you are next to the wall, or latch on it sooner.
PROS: Addicting and Fun. Easy to play. Good gameplay and mechanics systems. A Good 4.5/5 game overall. CONS: Magic is pointless besides heals, it's hard to use, and from my experience, adds very little extra damage. A little bit easy overall, with the middle being the easiest part. SUGGESTIONS: Add a higher difficulty or pull a Zelda and do like floor 1 - 100 alternate that is harder after you do the first one. Make killing the boss again useful, make him drop eyes you are missing or an artifact every 5 or 10 kills. Selling things could be done easier with a Normal tab that has all the normal equipment, and that tab includes a sell all button. Some people aren't going to like this, but remove instant kill items. They tend to be overpowered. I got to the bottom of the dungeon on my 3rd go because I got the artifact 10% one.
Opinion: Good game, simply and clean graphics, very little lag for me, easy to use mechanics, although the auto forward and back is a bit of a pain. 4/5
Advice for Players: Health and Melee, you need lots. Never upgrade fire arrows past the first one unless your done with normal arrow upgrades, or are trying to play the game a specific way. If swordsmen are stunned from a charge, use normal arrows or volley before firing fire arrows, save them for when their shields are back up. Remember: Small strong army > Large weak army.
Advice to Nobstudio: Make fire arrows a worthy upgrade. Normal arrow upgrade is cheaper and increases all types of arrow damage. Make it cost like 150 instead, so players can have a choice. Make the upgrade UI a bit better and more navigable, should be easy to find at a glance.
Great game so far. I am playing after you "beat" the game, got to week 400... and all my dungeons went away... I can't do anything but the ones you do without building anything, anyone else have this problem/
This game was both original and enjoyable. Personally didn't need to touch the strategy guide, but I have always been good with temporal games. Only big glitch or mistake I got, was the game not picking things up on the 2 or 3 robot through. It forced me to have to redo the level. It was caused by me picking it up too fast, and the game lagging at the moment there are 2 or 3 on the map, so it wasn't really the games fault. 5/5