For a game that relies on precision timing, this game suffers from serious lag issues. Your whole game mechanic is in timing the stones, and it is extremely frustrating when a lag spike means I end up too high to jump onto and have to redo the level.
This happened more than once. It is a real problem.
Geezus game, why you so broken? In the intro part, it didn't see me build a map room, so now I'm sitting here unable to select buildings or do anything really. I follow the monster claw and hit "build map room" again, and it says "you can only have one of those", but that doesn't tip it off that I've started building one? =/
Soooooo, this double jump doesn't work. At least not with any consistency. I am constantly getting shot or falling into lava or just getting REALLY FRUSTRATED because the double-jump will go off while I'm still going up on my first jump. DEVELOPER: This is something that should work! You game is about jumping!
So here's a breaking strategy: the value of selling a monster is way higher than the cost to create it. Step 1: create as many monsters as you can, and sell them as soon as they're available. Step 2: You're done. You win. (Oh, found a neat exploit here too: If you click 'sell monster' in the lab, then move to a not-ready monster before pressing yes, you can sell without the monster going away. Devs, fix please.)
So does hunting ever work? I've restarted the game 3 times, each after 10 unsuccessful hunts, so 30 times = $900 spent on the occasional bit of food. Hunting has never found me dna, and only 1 egg that I didn't need. This is ridiculous!
Yeah this is not a 'puzzle' platformer by a long shot. Every level was linear, and every challenge within a level was a 10-20x repeat of previous ones. e.g. go get this guy to open the door, then go to the door WITH NO VARIATION OR OBSTACLE at least 10 times!
Why why why does this game deserve such high marks? Just "because it's artistic"? Many games with more interesting/more appealing/just plain better artwork are ignored. Do you know why? Because they don't also have NO GAMEPLAY to force you to consider it only as an artistic piece.
This game bored me to tears. Could have been a neat concept, if the gameplay was remotely enjoyable, though the music is nice. 2/5.
So it says: have you considered making a light bulb? And so I mix electricity with EVERY SINGLE OTHER THING with no result. Anyone else see a problem with this?
guys this game is a trick. It tricks you into playing a few insipid mini-games over and over again, with the 'reward' of seeing your duck win races. Importantly, very few of the mini-games are good enough that I would want to play them, and more importantly, none of them are optional because you need all your stats powered up in order to win races. Can't even ditch climbing (whose mini-game I hate) because they throw in an only-climbing race. Point is, you wouldn't play any of the mini-games on their own, so why do they suddenly become fun because your cumulative score makes a duck hop faster?
Why does everyone think this game is fun? It is slow and tedious. Even when I ignored the rest of the party and played with just the mage, it was still slow and tedious. For god's sakes, WHY do characters default to their idiotically slow move speed? In what world does that make the game more fun? In addition, the game is extremely easy and boring, there is no music, and basic things like moving perspective to the selected character are just forgotten. I simply DO NOT UNDERSTAND what anybody likes about this game.
There are a lot of good things going for this game. However, the pathing is inexcusable. Melee opponents are crippled by the rivers because they can't figure to go around, attempts at group movement USUALLY end up with someone stuck against a wall, and your units will often forget to fight back when they're being attacked, or even choose not to participate in a group-ordered attack. For a game based around a combat simulator, the combat is just not very good. 3/5
Disturbingly easy. Nevermind the clone issue, there is no GAMEPLAY here, after a certain point this is no longer a game, it is a laggy fireworks show. Heck, one level was all teslas, which auto-hit 2+ more targets, you literally can not get less than perfect on that level.
So it's a little silly to have a gambling game where you're likely, and by that I mean VERY likely to make a lot of money. On even the worst gamble (an 8) your odds are still better than half because you win if it's the same as well. As such, money is a terrible reward for quests, because I already have all the money.
So apparently it's not just aircraft that turn back. After my walker reached the enemy he decided to turn around and go back home, missing the last five turns. The heck??
I was going to say that the levels in this game way overemphasized timed jumping to the point where I was sick of it, and that I was always being forced to stop on a dime (or, more commonly, die from spikes that were clearly put there just to piss me off), and that the really fun levels (the ones where you're flipping around like a maniac) were few and far between. But then I saw the ending all my doubts faded. 5/5
Avant-garde does not mean removing as many things as possible until there's nothing left. Despite the many rooms, there were no interesting jumping puzzles or anything of the sort, instead it just means many, many same-y rooms. The revealing of information is extremely repetitive, I came away knowing 3 things after reading ~20 pages, and each of those things was an ending anyway. Just because a player won't read every page doesn't mean they should all say the same things so your point gets across, that's just bad writing. And it's not like this explore->gain powers->learn things->ending gig is new or special, I've seen so many better versions than this one, and the story wasn't original, interesting or engaging. 2/5
Am I missing something or does the matchup generator deliberately fight my creatures against much higher level ones, without telling me? Is there a way to see this info on your opponent before committing to a fight?