It's a lot easier to accomplish both the blue and orange phases if you get in the habit of wasting motion/time by jumping in place every few steps or so. It conserves running area and keeps your pasts in dense areas to catch later.
The prize money curve is a bit soft - 1st place seems to get only 10-20% more money than 32nd place. This may be practical to help beginners learn and adjust, but by the second and third divisions the 1st to 32nd curve should really be at least 100-500%.
Pretty neat game, love the graphic style. But along the same train as the UI suggestions I'd like to see how the shell-earnings are calculated because I noticed some levels give many more shells than others. Also, the music tracks seem to be either too few or too short for the amount of time we stay in the same level, making it vexingly repeititve. All the same, 5/5.
Reminds me of a very oversimplified Zelda II on the nes lol =P. still getting stuck in walls everywhere though, like the one all the way to the left of the lava place, just above and to the right of the bounded ocean.
I think I experienced what mannelossi did, I attempted the pit jump to the island in the panel after the skeleton with the lost dog - made it onto the island, and then fell onto the raised spike. So now I can't move but am not dead enough to restart.
Interesting concept, stylistic gameplay. But I have to point out that Last Flake may be a little too strong of a character because with all ten points added at the end (five in regeneration 15%, and 5 in health for 200 hp) she regenerated 30 hp a turn passively, which means I defeated plant boss at the end with Flake alone without any loss of health (or any effort on my part) on the hardest difficulty setting. I would suggest either giving the increase in regeneration a more tapered effect (4/6/8/9/10% max hp), or changing it into an escalating probability (10/25/40/55/70% chance to heal 10% max hp).
Works fine for me. Used a lot of upbeat dance and techno songs that really got the enemies swarming, though I feel like there could be a better connection to the music than just the limited creatures spawning in different numbers. Also the amount of bass seems to affect the spawning more than "loudness" even if it's not booming.
I think this game needs modes, I found myself playing for more nostalgic and aesthetic reasons than as a challenge, which isn't necessarily bad. Only took one try to beat the game, and I only lost about half of my health with the boss fight at the end. The main problem is that the AI thugs neglect to attack you even though they are right next to you sometimes, making them sitting ducks for any button mashing player. 4/5.