The Katakana characters "Dzi" and "Dzu" (ヂ and ヅ) are redundant characters in modern English (they have practically zero use) and should not be taught for the sake of simplicity (other teaching tools keep them as optional learning material). Other than that, this is a great learning tool. However, I think the transition between questions in the Kana Quiz game could be faster, and I don't think both the Memory minigame and Bejeweled minigame are that useful to help with memorization; the Memory minigame can be bruteforced easily and the Bejeweled minigame solves itself half the time.
I don't consider myself a bad player or strategist by any means, but ever since progression got condensed, it feels like I'm not getting literally anywhere each run, simply because of the fact that I insta-die somewhere between Rounds 13 through 17. I remember being able to do some pretty crazy builds back then and getting to three-digit rounds almost effortlessly due to smart character building, but right now, there's simply not enough star gain and gold gain to get anything accomplished before you hit an immovable wall. At best, you get extremely minor % gains that mean nothing unless you have a very extended fight to see a single proc which, as a counterpoint, is counter-intuitive to have a long fight because it will get you killed faster due to Boss Rage.
It's pretty neat that your choices lead to a result on the kind of investigator you are, and not to mention in a way that's much more intuitive and interactive than a cheaply-made survey. Of the many complaints, I agree that the flashlight battery makes for a pointless time constraint that does more damage than it does add to the gameplay. Something else I think could also be improved is faster conversations and transitions, especially if the game is based around numerous playthroughs. I also found it annoying that when you ask a character a question, the only option is to leave even if you could have asked another question, so you have to re-enter the area and talk to the character again for each option.
It's really sad to see this game go. There's honestly no other game out there that can pull off the "craft and sell" item shop game, the only other game being Recettear, both being old and outdated for the most part. I would have gladly put more time into this game were it not for the fact that the devs drove it into the ground with their greed, punishing and pushing away non-paying players in the process, then turned around and released a poor excuse of a sequel and focused all of their efforts on that. I long for the day that someone comes along and recreates the success of S&P1. Rest in peace.
And I thought DCSS had ridiculous difficulty spiking. I also thought all the poison gas and all the maggots from those decaying corpses in the sewer level gave me enough cancer. Then I experienced the ice caverns and those STUPID GODDAMNED CRYSTAL BALLS, and then my entire body was littered with tumors. God bless the Necromancy book, the life drain bolt and the cannibalism skills are practically a must-have.
Even "I Wanna Be The Guy" doesn't have platforming timings this tight and punishing. I'm quite surprised that anyone who playtested Level 10 thought "Yeah, these jumps are perfectly fine!" I don't usually complain about tough platformers, but this takes the cake. Make that two giant, multi-layered wedding cakes.
The clue regarding the calendar should be hinted as using the European way/Little-Endian method of writing their dates (DD/MM) and not the American way/Middle-Endian method (MM/DD). Also, a good-quality knife like that can be used to unscrew things. Attempting to do so in this game should at least break the tip of the knife and make it unable to unscrew things.
Wow, I never thought I'd see the Knight I sent to slay that dragon ever again. He came back on Day 123 after I just reached 1,000+ Happiness and 5,000+ population.
It's been a long time coming ever since the quality of flash games have been declining. It brings a tear to my eye to see a game come out every now and then that brings something to the table that flash games nowadays seem to be lacking in, a certain aspect that seems to have been long forgotten: effort. And it's a stick game, no less, where you know it's either a huge hit or miss. There's no doubt in my mind that this is the hit we've been looking for - a beacon of light in the midst of the dark days of flash games. Even though it wasn't lengthy or challenging, it's a start I suppose.
I do not agree with the choice with the spinner and the player being able to see what is highlighted. I prefer in an RNG environment that the player does not know what his rolls are likely to land on because he can influence them, because then it's not really RNG anymore, there is no more randomness to it. This defeats the exciting bits of RNG completely screwing the player over and adding to the fun of it... or the player getting something very good and adding to the fun of it. But without those factors, I ended up not having much fun with it.
It's like Dungeons and Dragons. Where the players have choice and where they don't are all in the right places. The player could choose to defend himself from an attack, but his random rolls end up with him getting decimated, but the player is usually okay with this situation because of the outcome - it's funny and it makes him/her think how his choices led up to that point. It's simple things like that which game developers should build upon.
I don't remember the last time a game had me longing more for the characters. The character development is astonishingly superb, it is done much better than modern games with an actual budget and studio behind them can do. What lost a star for me - aside from a few spelling/grammar issues - is the lack of gameplay content. Granted, it is a "choose your own adventure" style game, but even these kinds of games can involve the player more. That being said, I would definitely love to see a sequel or even a prequel to this story, it wouldn't even bother me which of the 7 endings is chosen to be canon.
Highly inefficient Aqua Fortis, getting the timing down was very aggravating: c,3,11;b,6,9;c,11,7;t,6,13;m,13,11,90,1,crolcrolwwwwwwwwww;m,9,11,0,1,wwclorcwwwlorwwwww;m,8,6,180,1,cruuu2odddlwww;m,11,9,180,1,ddwwcuuoddwcrluuod;m,6,11,180,2,wwcdlrlrroluwwwwww;m,1,11,90,1,clorwwwwwwwwwwwwww;m,2,9,0,3,wcdouw;m,4,6,90,2,wjwc2lor;
I enjoy running off the edge of the level because I can't control my character because of poorly-handled graphical assets that cause tremendous lag on Flash.
Actually, you are able to upgrade towers at the top-most row. Sometimes it will work if you click through the tower stats, but a more surefire way is to move your cursor down until the stats go away and then you can click on the Upgrade button. Could still use a look at though.
Small "bug", but you cannot upgrade a tower if it is in the top-most row of tiles. The upgrade window bleeds out of the active game window, so you are only able to sell the tower.
This is such a lovely feedback. Many thanks!