I get it, now. It isn't super clear when you first start though. It's all very convoluted, but I'm still going to explain how points work. The way points work is its the previous value of a card/set plus the value of the next card. So for example, "zoo" is worth 43 points because individually, "z" is worth 10 and "o" is worth one. So you start with 10, and then the next letter doesn't add to the ten before it, but rather adds to the total of the next card, so instead of it being 10+1+1, its 10+(10+1)+((10+(10+1))+1). If you put that into a calculator just like that, its 43. So words like "irk" (11 points) and "kir" (23 points) have different values because of the points the letters hold. "irk" is 1+(1+1)+((1+(1+1))+5) and "kir" would be 5+(5+1)+((5+(5+1))+1). It's hard to explain, but once you get it, it all clicks.
I do wish that the hit boxes between the zombies were a bit more consistent. Sometimes it'll be hitting one along the path, and then it'll just start bouncing off of another zombie.
I'd like to point out that a lot of these criticisms are fixable on the users' end. In terms of volume, or whether the *fixed* camera has terrible control.
I found a kinda secret room around the first tightrope, and had to reset the level because I got stuck on a sheet. I still like the game, but any thoughts?
I love this game, and look forward to the full thing! But like with all demos, I have a couple things. The first being that it doesn't quite fit the kongregate game space. It'd be much more convenient for some people to fix the fullscreen option if it does work for them (it does for me) so they don't have to worry about resetting the screen orientation. The 2nd thing is that *occasionally* the bars don't connect. The level where there's maybe 6, and they ping off automatically to make a path, for example. I went through the game a few times to see if it was a recurring issue, which its not really, but for how little it happens I doubt it would ruin the game. It just makes it a tad harder.
Thank you, good points!
Regarding the game space, we did battle a bit to try and make it better, but our primary target being PC standalone and not webGL, I'll confess we gave up once it was ok at last :/ The full game probably won't be playable in the browser.
And indeed with this version there are some issues with the gameplay, that's why we started the code over for the full game, making it both more robust and more efficient, so this problem shouldn't occur in the release :)
I love this game, but my only complaint is that when the last enemy of a set is killed by a status effect (burn, poison) rather than a pre-round effect (the mammoth, tank guns) then the enemies round TECHNICALLY doesn't end. If there's another wave, then because the round didn't technically end, the new enemies will begin attacking. I feel like this is a bug, but if it isn't then that whole process seems very backwards to me.
There should be a mechanic where your gear breaks after X amount of hits/uses, so there is more of an incentive to collect the gear that you could find in the dungeon.
(to dev)
Sometimes when I try to jump with the skater, I just get shot off the side. Normally this wouldn't be an issue, but it is absolutely impossible to correct when you get shot off at the same speed you were going forward.
You can transport gems with the transporter, have you tried out the tutorial?