So these soldiers can strafe sideways from one side to the other in almost a blink of an eye, but they can't move forward faster than a meter per second? Tediously slow, that's all i can say.
The hard badge is near impossible to get due to a glitch in the final level of the spirit world. The rock you are supposed to ride down the hill towards the end of the level, randomly stops 90% of the time. This makes it impossible to finish the level in a single run and thus on time for the time challenge. Fix this, please.
Energy is a tricky thing to balance, but no matter how fair it is, players will always complain about being kept from something they want more of. It's the exact same reason why it makes it profitable, as it prolongs the game and keeps players coming back. At this point it's a matter of opinion though. Personally, i would rather play an enjoyable game just an hour or two a day, than have to spend hours boringly grinding for just a bit of progress. Alternatively, you could also offer content that is purely cosmetic.
Well, as was mentioned in another comment on the topic... it would be a MAJOR change to the core design of the economy. We're going to observe the game for a few weeks post-launch, then return to this idea if it feels necessary.
New content is reassuring, but i hope some of it makes it in prior to release. The first impression will be a big impact on the game's future. As for Karma, i know the game must be profitable, that is fine. But the way i currently see it, the pace of the game is slowed to a crawl if you do not buy Karma by level 6+. A game that becomes repetitive so soon will not encourage players to make purchases. The game should always be enjoyable, so that players want more out of that experience. Would you consider a stamina system? Instead of forcing players to repeat the same areas over and over, restrict how often they can be done per day, and make the other areas easier to unlock. You can then offer purchasable stamina, so that they may progress sooner. With a system like that, free players won't get bored as easily and will be left wanting more, while paying players will feel more rewarded by their purchase. This is of course just an idea, there are many ways to do this.
That's odd. You're *asking* for an energy system? All we ever hear is that players HATE energy systems and hate when a game blocks them from playing until a bar recharges or money is put into the game. You want that? We see it in other games on the platform, and those games seem to be really successful - but when we talk about putting this kind of thing into our games - everyone goes crazy and says we're just trying to 'grab money'. So... really?
As a reply to my previous post for the devs; It's not that this game seems worse than others of this genre, in fact the problem is that it's exactly the same. Besides the art style, it doesn't offer anything to make it stand out, the gameplay feels like something i've already done many times. There needs to be something to break the repetitiveness, like giving the stages different objectives, or different events along the way. Right now, pretty much every stage is "Kill X enemies, reach X location" which gets boring fast, and that's all there is to do. They need something to make them different from each other, like survival areas, escort missions, stages with traps or puzzles along the way, things like that. As for the crystal issue, i like that everything uses the same currency, but i shouldn't have to redo the same stages over and over just so i can afford the next area, having to choose between that and skills.
Thanks again for the more detailed feedback. Expect to see more variety in the missions as we release new content in the future. One great thing about the online/F2P model is that we can continue to deliver new and interesting content for many years to come. As for the Karma question - we'd love to hear your idea for a model which solves your problem while also putting food on our table. We need to eat. Do you ever plan to purchase content in the game - or are you simply looking for an easier way to get to the content for free and faster? If the latter, then it would be interesting to hear why any developer would have incentive to grant that wish. If the former, we'd like to understand how your suggestion might make your support of the game happen more easily.
I have to say, i originally thought this game showed a lot of promise. Even had it upvoted on Greenlight. However after little over an hour of gameplay, i find myself playing a very bland, restrictive and repetitive grind fest with absolutely nothing new or exciting to keep me interested. I feel as though the sole goal of the game is to farm crystals by repeating the same few tedious levels you've unlocked, which all feel like just longer versions of each other to begin with. But then you can just directly buy crystals anyway. The music and art style is very pleasing, but overall, i'm sorry to say this is a very disappointing first impression.
Thanks for sharing your opinion. It's interesting to hear a negative one when 99% of what we're hearing is positive. Are you a fan of other games in this genre? Is there a reason you feel those are more appealing and this is less so? Would love to hear your feedback.
This would be a great game, if not for the fact that the only reason it's hard is the sheer stupidity of your allies. There needs to be a way to improve them.
This game is far too much of a rip off to deserve this much credit. If you put aside the neon graphics, almost everything else is out right a copy-paste of the TopGear games on the super nintendo. Even down to the spinning animation when your car hits an obstacle. Shame on this.
The game is excellent in almost every aspect. But the grammar... is repeatedly horrible through the entire storyline. It makes it impossible to take the events seriously.
This is a copy-paste of Wii Play's Shooting range. Almost the exact same stages, same order, and even the same spawn locations of the first round. The game is well made, but they deserve no credit whatsoever for the ideas.
Well, as was mentioned in another comment on the topic... it would be a MAJOR change to the core design of the economy. We're going to observe the game for a few weeks post-launch, then return to this idea if it feels necessary.