I enjoyed the game a lot :D. The ending totally surprised me xD. Great job on integrating an interesting story into a relatively simple game design. Five stars, though the poor graphic design of the cat and dog planets, compared to Nebezem, somewhat stands out. Is the pet human's name on the dog planet a (cruel!) FMA reference xD?
Great for an alpha version :D. Apart from getting laggy with the number of bricks you placed (removing bricks doesn't fix it), there is a small "feature": you can easily trap an enemy during nighttime and he'll stay imprisoned during the day. When I jumped on top of the trapped enemy from above during the day, it still exploded and tossed me to the edge of the map. When I came back, he was no longer in the nice little prison :). Enemies go boom :). Again, great job :). Keep on working on it :D.
Hmm... So I already knew what to do, so i tried a few times, but this was the best case scenarion
- I save the baterries as much as I can
- Somehow manage to move the blocks around in the dark/blood
- get over the wall
- baterries run out before I can find a key or new baterries and I go insane
I think the sanity and baterries go down too fast and the blood blocks your view too much to efficiently save on flashlight power by temporarily going close to insane. Perhaps you should make some easy/normal/hard levels where the spped depends from level... Saw some nice stuff in the dark but can't really say what was it (willows?)
There is like 5 batteries in the courtyard alone, so thats 125% extra battery, + the one at the start + you start off with 80%. I really tried my best to ballance it out a lot, so maybe you are just not looking for them good enough? :p
The game deserves 5 stars and a fav :D, no doubt. However, i feel that the necromancer's summoning is underpowered - minions get better (with intelligence it seems to me) but not above the level of those weirdos with two jawbone axes... Would be good if their stats increased with intellect, since it would be a bother to create more undead just for necromancy :P. On the other hand pumping your necromancer's will and intellect makes him a great mage later with or without skeletons...
Very nice start:
+ good block moving system
+ good block height / jump height ratio
+ rain looks good visually
+ great sounds
+ walking on tops of palms
+ glow in the dark writings
However:
- light is too small, difficult to see inside
- light wanders off to the sides too much around corners
- duplicated or overlaping walls - horrible visual effect
- last and one before last floors too high
- on the roof you can see that the walls don't end on an even level
Keep the good work up and fix the bugs and will be a great game, hopefully :).
It would be really, really great if in survival mode the host could
- turn off and on "safe places" (off for extreme fort building)
- set the number of barricades each player can place per round
Great game, 5 stars and fav :D
I really like the game with all its features, but while the "+" buttons are working fine and increase workers by 1, the "-" buttons seem to be bugged as for me: in stoneworking, the "-" button decreases the number of workers by 12, in gathering by 2, in food production by 10, worship and hunting works ok (reduces workers by 1). If those numbers were supposed to make the gameplay more convienient then they don't - it's really irritating if just one worker increases the probability of invasion slightly over 6% and reducing the number of workers requires clicking "-" once and "+" several more times. A major fault which prevents me from rating.
Hey, I don't even know what FMA is :D ...I just thought it'd be a fun name for a pet human.