Not a bad game, but it could definitely use more 'game', if you catch my drift. Having each potion have multiple uses that require a little more context to choose between would be fun, and I found it a little underwhelming how little that system got used. The dialogue also got a little heavy at the start, which burnt me out on story early on, so I skipped a lot of the later text.
Just so people know, JuicyBeast made a blog post about why they made this game the way they did, and I think it explains a lot about the quality of the game. It's worth noting that they made this primarily because they needed revenue because their previous game didn't get much traction. Let's all keep an eye on their future endeavours so we can support them, so they don't have to resort to making this sort of game again!
http://juicybeast.com/2017/08/03/in-case-of-emergency-make-burrito-bison-3/
Developers, let games like this be a lesson to you. If you need more money to make your game because it has an unbelievable increase in assets, visual quality, etc, just make us pay for it. The Henry Stickman games are living proof that people will pay for upgraded versions of childhood classics. Without opening pinatas - which I refuse to do - this game is just a watered down grindier version of what could have been a really incredible game. Perhaps one day this'll get remastered and thrown on Steam, but until then, this game gets a solid 2/5 from me.
@sirgarberto You realise the single white pixel in the centre of your ship is the only hitbox, right? And the red bullets only hit you if they touch that dot *exactly*? Because that's about as small of a hitbox as you can get lmao.
I think the main reason the difficulty ratings in this game seem inconsistent is that the developer didn't take the power of charge-up attacks into account. Some levels have targets that shoot things directly beneath them, or at you, so you can't sit under them and fire an overcharge at them consistently. Tip for players so that you can beat levels like this easier: don't worry about missing some of your overcharge shots. You fire more bullets and do more damage the more charged up you are, so don't worry about 'wasting' some bullets to get yourself fully charged.
When I first started playing, I honestly thought "How did such a trash game that looks like it was made in 2003 get badged?". Then I played it, and it has one of the best variety of puzzles and genuinely engaging challenges I've seen in an escape the room game in years. Hope to see more games from this dev in the future!
This is such an incredible game, reminds me of Deadly Rooms of Death a bit. Brilliant puzzles and a brilliant boss fight, look forward to more games from this dev in the future!
Excellent game, so happy the trilogy came out on Steam. You can tell the guy who made this went on to make the Dream Machine games. Hope to see more work from this dev in the future!
After having played the game again now after playing it a few months ago, a lot of the resource hogging seems to have decreased. If that's a result of work by the developers, well done!
Seems like there are some serious performance issues with HTML 5 being introduced. Having gotten a better PC since first playing this game, and coming back for a nostalgia trip, kinda disappointing to see the performance start hit rock bottom as early as Level 10. The immense frame rate dips continued into the main menu even after completing Level 10, too. Even if it meant playing on a 'improved performance' mode which reduces the graphics and stuff a little, I'd love to have a mode which makes the later levels playable. At this rate, I don't know if even attempting the later levels is worth the time investment.
Nice ideas, but the platformer is really clunky. Super sluggish and finicky. I always get worried when 'jump from one stationary platform to another' is a genuine obstacle in a level, because I prefer having movement smooth enough that I can focus on the puzzles and advanced platforming!
Really would prefer it if the platforming was a little more precise. Took several tries to get even through that first room with the platforms above the ground. Not to mention the 'if you just too high you hit your head on the spikes' room. Would definitely prefer tighter controls and better movement.
This game is such a game design marvel, especially on Kongregate. Dangerous mechanics are introduced safely initially, before you're put in a situation where the might cause you harm. Puzzles are clever, and their mechanics act consistently. Literally my only hang up is how tedious it sometimes feels to jump all the way back to the start of a puzzle, or reattempt a puzzle after resetting. Otherwise, 5/5, great game!
Drink as many potions as you can in a fight if you have somewhere from 7-9 of them. You get achievements (which earn you armour stones) for drinking certain numbers of potions. Once you've gotten the last potion achievement, always sell your excess at the store when you can. Never have more than 3 or 4 potions, so that you always have room for all the ones you pick up.
Beautiful little gem. Engaging gameplay, incredible art on both the broader game and the princesses. Can't wait for the sequel the developer has planned, it's going to be spectacular!
Had a bug where I couldn't drag items from my inventory into the game. Fixed on refresh, but was replaced by the audio cutting out after a buzz. Again, fixed on refresh, but thought I'd mention this for the devs' sake.