The game's good(haven't gotten to the end yet, so I can't give my full thoughts yet, but I really like what I've seen) but the recaps are REALLY frustrating. Like, yeah, I friggen' KNOW there's a dang bomb, I JUST PLAYED THAT CHAPTER. Maybe include a "recaps on/off" toggle in the top menu with the mute/unmute control?
Achievement number 37, "Executioner", has a typo. It says "Cut off a head with ax Axe," where I think it was supposed to be "Cut off a head with an axe," or "Cut off ragdoll's head with an axe."
Really good game, and I'd like to ditto what Krafen said. I personally did get the achievement, but in the future it'd be a good idea to include(even if it's just a single line that says like "Good Job, All Levels Completed!") some sort of game completion screen, just so people can screen cap it in the case of something bugging up. Otherwise, it was a great tiny game. Not very big, but exactly as big as it needed to be, and it was very easy to intuit the rules. Not a long play, but a genuinely enjoyable one, and it's obvious that the lack of a huge variety of content allowed you to polish every single bit of it. :)
i dont rly get why everyone always complains that they Didnt Get The Achievment. last time i didn't get an achievement of the day, i screenshotted it and told the kongregate team(which was a super simple process) and they got back to me WITHIN THE SAME DAY, AND THEY NOTICED IT WAS A BOTD AND PUT FREAKIN POINTS ON MY GAMESTOP ACCOUNT. like. it was so easy. just refresh the page, see if that makes the badge pop up, and if not, shoot an email to the team and stop complaining in the comments for no reason. its so simple you guys.
pretty fun, but some of the novelty and enjoyment was lost for me when, after the warm-up section, it just stopped asking me which i would rather fight and let me pick whichever fight i wanted... it felt like that should be a reward for getting all the way to the end, like you make all your choices and then if you want you can go through and play the content you passed up.
also, it felt like it maybe... ran out of enemy ideas after the warm-up section?? like, the warm-up had 6 unique enemies, and then every single round after that is the exact same enemies, just in different quantity+combinations, which isn't super engaging. variation would have really improved the game a lot.
idk i know im late to the party here and it is a fun and interesting game but. just my two cents. for me, the game really would have shone if it had a little more structure and variety.
NOOOooooo, i got 9 OUT OF 10 PURPLES and then died with one RIGHT IN FRONT OF ME......... im going to throw myself into the sun
(it's not outrageously difficult but. ohmygod its so frustrating. its so frustrating.)
"The mail reason why I made the same look is that it's really easy to make." Yeah, it's ALWAYS easy to copy other people's ideas. The art of Monument Valley, despite being purposefully simplistic, wasn't somehow lesser or easier than other art styles when THEY were making THEIR original idea. They still had to struggle, and beta test, and figure out what worked in this style and what didn't, but YOU got to skip past all the trial and error and actual EFFORT by copying all of their work. And then you have the GALL to say it was easy, when YOU were working with a cheat sheet. If you want to take a great game and try your best to copy it, because you want to make games and copying the greats can be good practice, then go for it! But it's absolutely reprehensible to try to get it put on Steam. If you want to practice by tracing that's fine, if you want to trace and then add more details that's fine too, but trying to get it on Steam to be paid for is just. It's unforgivable tbh
This game had a lot of ideas that I thought were fun, and I enjoyed it, but it was padded. I started looping through all the events by the 9th day, and it had more characters than it needed. Sydney was a powerhouse with no drawbacks, the only time I used other characters was when I got to a river.
She could lockpick, operate machinery, fight off infected, and never got hungry, which are traits that should've been distributed equally. If Phil'd been good at the bridge, then Ash could reach the destination safely but Phil'd know what to do once there, making it an engaging dilemma. If Vivica had been sneaky, or a peace keeper, then I feel like that right there would have quickly fixed a few of the balance issues in the game.
Basically, you never gave me a reason to use 3 out of 5 useable characters. More than half of the useable assets were just another hunger bar dipping into the red. It could've been really good, but you gotta' give me a reason to use everyone available.