I really enjoyed the concept of this game. You learn slowly how the ax works that you can bounce on it, throw it afar, and can magically bring it back to you. The timing of some stuff is tricky, and the return trick requires some out of the box thinking to hit the bats, but it's a sign of a great game. Thank you for making this!
Nvm. Figured it out the whole thing eventually, including the one I got stuck on. It can be hard/tedious trying to get the sliding puzzles solved, but for the most part it was really fun. Thanks for sharing.
I love trying new puzzles like these. Not overly complicated like in Layton but still challenging and teaches you what the new blocks do without so much as a word on the tutorial. Really loved the concept.
The code breaking part with the typewriter was annoying. if you typed the wrong word, it's stuck on the paper and the only way to do it over is to do the WHOLE GAME over. It's because of that that I haven't finished this game.
This is probably one of the most Nerdook games I've ever played. And I usually find all the others simple and easy enough not to be rage inducing. But the survival aspect, the constant dying, the limited vision so it makes even reading the tutorial hard... I had no idea how to get to hire parts in the games, even though there was a ladder button right on the screen. And why even have a ladder button that costs money anyway?
For some reason, money is harder to get in this game than the prequels. Not to mention the pinata mechanic is broken as it is stupid. At least the achievements aren't so... annoying to get.
I've played a few RPG maker games that use the same engine as this one (most famously Ouroboros, a VERY NSFW game by Sierra Lee that's now on Newgrounds), though the whole quick time mini games were annoying TBH. The gun ones especially, as I got those failures more than the others. As for the game story itself, it has merit about villains being organized criminals, and it doesn't take itself seriously either, with comedic back and forth. Only problem is that Rory's character art is uncanny compared to the stock art for everyone else. I noticed there was no use of currency or exp at all here, which I think helps make the game simple as all the battles are scripted for the most part. But there's balancing issues; like Bloodshot's bats were better than him, especially with their unique hit 2 people at a time skill, whereas he was more of a poor man's white mage. I still had fun and hope to see more of this game.
I love how these games. They're fun like giving a challenge, and can even help us learn and explain how well we learn in gaming. It's almost a shame that manuals are a bygone age as most games have to fit in a tutorial in the game now, but it's pretty awesome how a game can work on trial and error, leaving little to no explanation and still be fun.
I like the game... but it's rather tedious that you have to redo the tutorial every time you load it up (and said tutorial won't let you progress until you actually do stuff in it). The first time is excusable, but there should be a tutorial button to click after going through the menu. Aside from that, it's actually quite fun so thanks for making this game.
I love this game, I love Lucrea, and I'd love to see more of this story in any form. It has a sexy heroine well versed in magic, going on what seems to be a random quest for loot and monster killing but in the end is actually somewhat noble and heroic... even if it broke the economy of the world. The only thing I didn't get was seeing Lucrea running around as a baby in the credits: I almost mistook her for being polymorphed to pig form. Anyway, I love the care in making long intro and ending cutscenes, even though there wasn't much in between story wise, and I also live the little details you added; money being auto-collected, flying monsters dropping like anvils when frozen, how each monster had some elemental weakness, and how Lucrea goes into auto rage mode whenever a goblin yells "WITCH!" and grants her a powered up bonus on her next lightning bolt attack. Knowing which strategy you needed to didn't hurt either.
you honor me. The baby credit roll screen was something i started using since forbidden arms. as for the cutscenes, as much as i wanted to add more to this game, i ran out of time and i was at my 15mb limit. I'm not sure if forbidden arms is your thing, but that one has more content story-wise. (you'll have to excuse my old coding there tho)
I can't even shoot properly, no matter how many times I clicked my mouse. I rarely, if ever, get any shots out between clicks and even then it's not enough to convince me to try and get the badges, let alone the badge of the day. How do you expect me to play the game when I can't even play it?
Racecars, lasers, aeroplanes, its a duck blur! It was a short but sweet game with so many flow chart choices. I especially liked how some of them crossover; the pirate duck and educated duck meet up and either fight each other or help each other, and the story the educated duck writes is similar to how the simple duck lives his life if chosen to be a fisherman. I loved the creativity behind this and hope you make more engaging games like this, even if they might not be called games. ^_^;
The only clever instance of leveling up but decreasing stat gains was with FFIV's Tellah. He was understandably an old wizard past his prime, so he lost a bit of stamina each level. And that makes sense; as you're old, you won't get as much of a level benefit as the younger heroes. So having level decreases in this game is kind, or not even gains, is kind of silly unless there's some reason behind it. Please think that over in considering level balancing.
I loved playing through the Puzzle Fuzz games, and hope to see a Puzzle Fuzz 3 in the near future. Until then, this will pass as an addicting time killer for fans of the puzzle games where the score doesn't really matter. I especially like that the puzzle resets whenever you get a no match, which is generous.
man, I haven't felt this self conscious about my lack of geographic knowledge since college. Major props for making a simple and addictive game like this
you honor me. The baby credit roll screen was something i started using since forbidden arms. as for the cutscenes, as much as i wanted to add more to this game, i ran out of time and i was at my 15mb limit. I'm not sure if forbidden arms is your thing, but that one has more content story-wise. (you'll have to excuse my old coding there tho)