Thank God it's not another idle game.
A nice remake of a classic that's been around for decades. I'm not a minesweeper fan, but this variant was actually fun for a while. The fact that the developer keeps tabs and responds to feedback is a HUGE plus. That being said, it's really not that difficult of a game if you understand simple logic. However, the way the clues are structured is quite clever. 4/5.
Needs better controls. felt clunky and disjointed. Also, the dialogue could use some REAL help.
but aside from that, not a bad game. Seen better, seen worse. A LOT worse. 4/5, including the 1/2 star bonus for not being an idle "game."
Aside from that, not a bad game.
3.5/5, plus a 1/2 star bonus for not being an idle game.
Once the bugs were fixed (including those on my end - windows 10 issues), it ran great. The snarky humor was awesome. Just me, the puzzles could have been a bit better. I found it way too easy - more like interactive fiction than a true game, but fun nonetheless. Keep 'em coming!
Not bad as far as match-3 style games go, but not thought out enough. 1: No rhyme or reason for "special" blocks to appear. It would be nice if big combos gave rewards. Or not (more on this later). 2: The time limits seem arbitrary. Let me put it this way; getting three stars on a level depends on the luck of the draw rather than any sort of skill. No problem for those who love a grind, but is there realy any reward for it? 3: I keep getting award notices, but where are the awards? And do awards mean rewards? I swear I saw one that said, "Magic Bonus." OK, what does that mean? And how does it affect game play? The best I can rate it is 2/5. It feels like it was rushed to publication with only token quality control.
Somebody call the Orkin man - buggy like a Louisiana Bayou.
Had to restart twice, just to make certain things were done in a certain order, per the walk-through. Then found a third bug that required a wipe and restart. Sorry, but if you need to back up to complete something, there should be a reverse path. or at a minimum, incremental saves to allow a restore point (HINT: see the term checkpoint). The puzzles were fine at first, but grew increasingly more bizarre as the game progressed. To quote Grace Slick, logic and proportion have fallen softly dead. in summary, Chapter one was good. This one is, unfortunately, following the trend of sequels. junk.
Possible bug. Couldn't figure out the locker puzzle, so went to the walkthrough. Found out I have to look at the puddle of dried blood BEFORE talking to miJ. If you talk to him, then look at the puddle, then talk to him again, he will not ask for help.....
4/5. Good dialogue, fun little puzzles, and a pretty good story line. The only reason I didn't give it 5 stars is because the interface felt unfinished. If you double-click, the dialogue vanishes before being complete. Aside from that small quirk, well done. I especially liked the pixelated look. Reminds of the old-skool adventure games of the 80's & 90's. One suggestion: Add a little more detail to the characters looks. It's a little disconcerting when the background art is sharper then the main figures.
OK, a definite improvement over the first one, but still feels incomplete. First, as many have pointed out, the grind is ridiculous. The mana system needs a lot of help (why can't it be a buildable skill?) and the lack of a trading/selling feature is realy annoying. I have absolutely useless cards that I can't get rid of. Also, the purchasing system is horrible. Enemies drop gold in either single digits or not at all, yet a basic potion starts at 70. Unbalanced and unfinished are the best terms I can apply here. 3/5 - but room for improvement.
Old concept - the sliding puzzle has been around since the 90's. But the re-skin is cool. I especially liked the store. Reminded me of the old video rental places, back when Halloween, Friday the 13th, and Attack of the Killer Tomatoes were all on the same shelf. 3/5 for the gameplay, but an extra star for the nostalgia element.
Giving it one star for an obvious fail. Startup costs jump 33% after level three. Those of us who poured money into working capital cannot launch level four. Either we carry profits over into the next level, or a start-up bonus needs to be given. NOTE TO REAL-WORLD PEOPLE: That's exactly what kills small business on a daily basis. Kudos for realism, epic fail for gameplay
Medieval Shorts are what I wear under my kilt when I go out in public. Wouldn't want to scare the kiddies or anyone with ophiophobia.
Not bad. A little tedious in spots, but a good game. My one suggestion would be to add something like a notebook, where significant dialogue can be recorded - i.e., "I hung the left-handed monkey wrench in a tree near the beach." The dialogue needs a bit of tightening, but nothing major. Nice jokes tossed in. 4/5.
When you strip off the art, it's just another idle game. Mine/gather resources/level up. Maybe 5 clicks of the mouse. Adding a Pokemon element does raise it a notch, but only one - that's not new either and has been done better. 2/5
Okay, I'm revising my rating. Nice, relaxing interactive fiction. Not a whole lot of depth, but entertaining for 15 minutes or so. Bearing in mind you warned us up up front, no loss in evaluation. The story could use a few improvements. Mostly just tightening up the dialog. Nothing major, just word choice. The retro feel and simple controls remind me of some of the early Sega adventure games (I guess that makes me officially an old fart - I still remember the 8-bit systems). As an art piece, pretty good. Judging it in it's own category (interactive fiction), I'm going 4/5. It's not anything new or special, but it does have a certain style. Well done
Just another idle game, but with a bit more clicking. Which is virtually useless , BTW.
Question: Could these developers be in league with mouse manufacturers? Seems like they're trying to break the buttons by encouraging faster click-speed.
2/5
Okay, not bad, but needs a few improvements. First, as someone pointed out, there really should be a skill tree someplace. I chose mostly rogue skills and now can't get past level 10. If there was some sort of aiming device for arrows, that would offset the weakness of CQ combat for that class. Second, a level select screen would be appreciated. I can see a couple areas that need to be revisited, but fighting backwards to get to them is nuts. And in some cases, impossible, as traps can only be solved from one direction. A good effort, seriously - but needs a few tweaks.
Hey maximus, glad you like the style of the game and the shelf scene. You gotta love when games can bring back good old nostalgia to your day.