Buttons are unresponsive from time to time. For a game thats all about pushing buttons at a specific time, thats really about as bad as it can get.
I've played a lot before this visual upgrade and figured I'd check back for the heck of it. But honestly, the experience was extremely disappointing.
Does sacrificing angels influence the rate at which you get new angels?
More specificly;
Is the amount necesary for your next angel based on the total amount of angels earned ever or on the amount of angels you have at that moment?
This game needs savefiles.
That way I can play one my second or third game while my other games are gaining money over time.
Capitalist while you capitalist.
This might be what we wind up doing, actually. Saving everyone's progress to a database might be the only way to prevent loss of progress. Thanks for your suggestion!
I really liked it. This game could use some more expansion. More spells, maybe some equipment, definitely more characters, and maybe something that will make this game feel less static. Achievements are always a nice touch. Also permanent boosts through achievements would be fun to play around with.
I liked it. It does have some playability/interface issues though. Some of those are probably intentional but I'm pretty sure some aren't, try to take a step back from your game once in a while, watch somebody else play it and check what kind of problems he/she has and if his experience is what you are trying to convey. Regardless, nice game.
I think I can make a good case for the type of "medication" jack uses. Amphetamines. His "levelheadedness" (emotional equilibrium/numbness), the way his words appear + a comment about him being "twitchy" (higher doses/addiction leads to Parkinsons-like twitches), It causes sleep deprivation, which leads to memory loss. And it's often the "self-medication" of choice among Schizophrenics (And with that I'm referencing his memory loss/guilt surrounding the "murder" of Kathryn). (Partial) Memory loss is a way for the mind to cope with extreme forms of guilt, basically "creating" an alter ego that is responsible rather than the self.
Personal theories aside, this game has been an awesome experience for me. 5/5
Level 14 is pretty genious, the circle concept is old, but I like how you made it feel as if you had to take a lot of risks (v.s. planning out movement) to make it. (Even though there where safe spots, you don't feel safe. Pretty awesomely done.)
Enemy placement feels random and poor, no challenge getting by them.
Immunity feels like a forced gimmick (should have been either used more, or less)
Spells feel like they barely vary and could have been made to feel more unique.
And there where some other minor issues that bugged me.
All in all, I like the game and the concept, but you REALLY need to think out your games further.
Considering the fact that it was ludum dare, I can forgive a lot of it, but not thinking it out really diminishes the overall quality of the game.
(3/3)
Leveling feels like something that is passive and not really adding anything to the game, without grinding (or intentionally leveling I guess) I clearly outleveled the enemies (they feel to weak to soon), the same thing can be said about the upgrades, theres too many of them and they add too little individually. (every other jump sphere felt useless) The level design isn't that challenging either so after 3 jumps spheres it only feels as if I'm collecting them for the sake of collecting something and making it slightly easier to travel. (In a game that is already WAY too easy)
(2/3)
This might be what we wind up doing, actually. Saving everyone's progress to a database might be the only way to prevent loss of progress. Thanks for your suggestion!