@justinplayin: You are making a very ill-informed comment. You can find health potions as loot. They're available in the orange/green chests. You're able to unlock a spell quite early on in game called "Heal" which, strangely enough, restores your HP! You're not meant to get to the end of the dungeon on your first run. After reaching a certain point where you believe would result in your death, and normal player would use their collected Escape Wings to keep all their artefacts and stat boosts. Dying results in losing all of those collected on your current run. So, if you had actually taken the time to understand the game you wouldn't be saying it "sucks". This game is one of, if not, the best flash games I have ever played.
The polish on this game is indescribable. The graphics, the symmetry, the music, the sounds! Everything makes me want to experience every single bit of the game. I don't feel like I want to skip the ending animation when the information transports itself from node to node. The developers and graphic artists should be giving themselves a huge pat on the back.
I don't think you could be more obvious copying Kingdom Rush's art. The icons, the map, the character. Literally EVERYTHING looks like it's been copied. Come on. You can't just copy the graphic design from another popular well-developed game for your poorly designed game.
I don't think you could be more obvious copying Kingdom Rush's art. The icons, the map, the character. Literally EVERYTHING looks like it's been copied. Come on. You can't just copy the graphic design from another popular well-developed game for your poorly designed game.
Graphically and atmospherically, this game is incredible. But puzzle-wise? Eh. The way the game plays out is really nice. I don't mind the slow animations: I think it reinforces the game's atmosphere. But the tediousness and child-like responses of the charcters? Not so great. But big props to the graphics department for this game. It's truly staggering.
A tip that will solve a lot of button-holding/taping: while holding the left and possibly the up arrow key/s, click out of the game window and stop holding the keys. The keys will act as 'stuck'.
It seems like the closer levelled the item is to the character, the higher chance that I have of suggesting it to them, regardless of what their mood. Or maybe it's an anomaly.
Typically, I hate choice-based games. On the first 'playthrough', I wanted to refresh the game so I could try out a different way of going through the game. But then I got to the end of that playthrough and was greatful I hadn't. It's all just part of the game. And that's what is so ingenious about this game.