Yeah, that color scheme doesn't work for Chuck Norris mode. Even adding a colored border doesn't help -- you're trying to look at light green, orange, and yellow on a white background, and they all start to blend together.
Maybe reverse it. Make the boxes filled entirely with their color, with a white question mark in the middle. That'll make the colors easier to see, simply because there's MORE of it in each square.
And... really, hiding the numbers? We can quickly figure out which is which anyway. The only thing making that level difficult is the tiny squares and hard-to-see colors. Either make the colors pop out more, or give us a way to zoom in. Maybe both.
I'd like a "buy to next milestone" button. Like one that'll jump from, say, 18 to 25 (if you can afford it) 'cause that's where the next multiplier is.
Hello.
Thank You for this information. I see that there are still some places where I did not fixed the strenght issue. I'm trying to correct spelling all the time. It is just that sometimes I look 10 times on the same word and can't see the error.
Cheers!
When we have the buy quantity changed to ×10 or ×100, can you gray-out the purchase buttons that can't afford the higher price? (Or at least de-emphasize them?) If I have it set to buy 100 of something, I don't want to just get 15, I want 100.
I'd like to see an option to make the ×10 and ×100 buttons only light up purchases that will get the full amount. (I.e., if buying 100 newspapers at once costs $3.8 billion, keep the button grayed out if there isn't $3.8 billion on hand.)
Any chance of this getting a bit of a graphical facelift? The numbers are a little hard to see clearly on some floors, and the characters used for critters are all but invisible on every level.
I'm not happy with the change to the level-up bonuses -- where they used to be random, now it's always +5 attack, +5 crit, or +5 life. I liked having the bonuses vary each time, it made the character feel a little more, I don't know, organic?
I don't know, this just didn't do anything for me. The very first steps required me to click the mouse to start, then click again to clear a message... then ignore the mouse altogether in order to move. As soon as I cleared the first room, I got a rather dull "go that way" message -- which required me to go back to the mouse to clear off.
This switching from one mode to another breaks the early flow of play, and feels a little frustrating.
The character's movements feel a little loose, like there's a thin sheet of ice on the ground. His (?) attacks are very slow, and the sprite doesn't make it clear what his reach is. The space between the weapon's reach, and contact with the character, feels very small; since contact with a monster interrupts the attack animation, it's possible to keep running into a creature without ever getting a chance to hit back.
This title feels rushed.
Gentlemen, behold! It's Inception for the Atari 2600!
An excellent concept, well-executed. The music feels right, the controls are nice and responsive (though hit-detection seems to be just a little difficult to predict). I have to second the requests to have a way to regain lost health -- perhaps picking up coins adds the equivalent of one hit worth?
If you could find a way to port this into an .NDS file so I can play it on my DS homebrew cartridge, I'd be very happy.
I was disappointed in this, sadly. The first couple levels were okay, but the third one was all it took for me to quit. The little red things that bounce around diagonally are impossible to predict; when you think you've got them down and try to move around them, they change their patterns. The 'blert' noise you get when one hits you is really jarring.
I had accumulated something like seven extra lives by the time I got to this level. In the process of getting to a single gem, I used all but one and had my score plummet into the negatives. My attempt to get one more gem cost me that last life.
I could not bring myself to make another attempt.
Hello - Thanks for your reply. I see what you're saying. I'll removing the red balls as they were meant to be jellies, I'll be replacing them with extra ghost, my aim was to create a diagnoal monster along with the left - right and up down ghosts. But has problems with this. But hopefully you'll find the update better if you decide to play again. Will be updated around 2-3pm GMT+0. - Eevee
Hello. Thank You for this information. I see that there are still some places where I did not fixed the strenght issue. I'm trying to correct spelling all the time. It is just that sometimes I look 10 times on the same word and can't see the error. Cheers!