I have a bit of input lag with clicks sometimes, and the window on some of the alternating traps is a little frustratingly narrow. Keyboard controls (space bar = click) would be nice, as would some visual indicator that a weak block has taken a hit.
Hi. Actually there is an indication when you hit weak block it turns white just for a moment. Also google chrome browser works a bit faster and smoother ;) Thank you!
Well, that was a fun way to kill some time. Good to see the balance tweaks since I last played - once again, I've maxed out everything, so I'll probably quit there.
Thanks for checking the game out again! Sorry there isn't much more content than last time around. Still in a game prototyping phase right now but if I fleshed out this game it will certainly have a lot more fish and map to explore :)
That was a great little game. Manoeuvring enemy pieces into capturable positions was tricky but fun, and the two 'false' paths before the final battle illustrate how powerful a Queen really is. 5/5, would play again.
Fun! Felt a little short, but the concept was a new one for me. A level select instead of just resuming from the latest might have been nice, though. Still, the ideas all got decent exploration - though the 'catapulting' felt a bit finicky. Fun for me.
Whew. Took a few tries, being careful to avoid backtracking through enemies that could hurt me. Warp to checkpoint helped me several times. This was great.
That was fun. Challenging to figure out what to execute, but the controls were solid enough that the execution itself was rarely necessary. Fun times. The clue to how the Door Puzzle worked was nice, though I'd figured out the rules by experimentation by then....
Sadly, my Endless (Insane) runs basically end when I hit the twin-turret tank boss. For some reason I just can't beat it on Insane - anything else, yes, but not that.
Thank you! I think level select will be implemented in the next game!