Reasonably fun game, but a thought on the double-jump. In nearly every game I've ever played with the mechanic, using the double jump immediately sets your upward momentum to be that of a fresh jump. In this game, it seems to add instead, so it's basically useless once you're on your way down, while also meaning jumping twice gives more than double height. I'm not sure there was a single jump in the game that was jumpable with a non-double. Would make more sense for the double-jump to work like other games or just take it away and make the default jump be double-jump height since every single time I jumped it was an immediate double.
Phenomenal game. Absolutely phenomenal. Forced to critique, I'd maybe have a bestiary on the side showing the health/attack/armor of the different opponents as sometimes they're out of reach to check.
The aesthetics and story part of it were great but if you expand it, do keep in mind it does need to function as a game. The first few levels, while easy, were things you had to somewhat think about. After that, it wasn't so much a game as "click here for next page"
Thank you for your useful feedback. That's what i thought about at the beginning, its lack of game element. But since I'm inexperienced dev and not produce any single game yet, I just pick up one simple idea and jump through it. I will remember your feedback for my next new project
Terrible and laggy controls (I shouldn't be having this much trouble jumping near an edge) but the kicker is no checkpoint system and having to start over after several minutes of play because of said lag.
I beat all the levels, am blown to the top of the cliff, pause as I figure there's some cut scene coming, only to be blown off again and have to go back to level 1? That is really stupid, especially considering how virtually pixel perfect the last few levels were, I'm not redoing them just to try again.
Not sure if these have been mentioned, but double value is broken, only increases based on the base value, not with bonuses, which makes it basically worthless. Also, PP don't count for value bonus when spent. Maybe that was your intention but that's not usually how most idlers work and given it's one of the only sources of increased value on reset, it should always count towards value bonus.
However you programmed en passant is really messed up. I did it and the computer made one of my knights disappear. He did not capture the knight, nor did any of his pieces actually move. Furthermore, I was able to capture into the square my knight was with a pawn, so the game thought there was an invisible enemy piece there.
I get that the message behind the game is valid, but I didn't come to Kongregate to watch a Unicef commercial. This is a platform for fun games. You really shouldn't do some feelsbad screen in between every level. Utterly inappropriate environment for a damn game man.
Thank you for your feedback. This game was made during a game jam and that was the theme. I would like to do a longer "sequel" with more mechanics, improved level design and no "feelsbad" screens inbetween hahaha
Moving a letter shouldn't push other letters, especially the one you're trying to hover over. Also not sure if this was just an edge case but you might want to make sure all versions of words are accepted. "FENCED" wasn't accepted but when I dropped the D it accepted it but showed the verb definitions.
Normally this would be the exact type of game I'd like but you made the jumps way, way, way too punishing. Especially when you can roll off the edge. No checkpoints during longer levels, high jumps not resetting if you miss, etc.
I can tell you put a lot of work into it but have to, as it is, give it a 1/5. Never given up out of frustration this quickly. You should never die multiple times on the very first level of a game.
I'm generally pretty forgiving of idle games, as not everything can be Cookie Clicker, but this isn't a game. After a short period of time you're just relicking Idle +5 with no next step other than some new text. From 50k to 300k there was nothing new other than a new text message.
Tried all 3 decks on normal and couldn't come close. The inability to heal buildings or do any real form of defense makes this basically impossible especially when the main point of many cards is to invest in specific tiles .. tiles that might be gone in 2 turns through no fault of your own.
Anyone care to shine some light on where all these eggs are? I found the first where you have to hop over the orb to not destroy the floor but just replayed the whole game and didn't see one other spot.
Thanks for playing! I'm planning on posting a video of a complete run through soon! If you just want some hints (and not a complete walk-through) send me a pm.
How are you supposed to get this combination lock? I have tried every conceivable idea forwards and backwards. I get it goes backwards but nothing is working.
Fairly fun game thus far but as has been mentioned, you really need to tone down how Nimble works. Or find a better curve for damage upgrades. At level 130 currently and 1x swing, pre-mitigation, deals about 2% hp damage. Even with a 9x stack this gets heavily reduced by opponent mitigation and then nimbles stack and it can lead to a virtually never ending battle. Perhaps buff nimble but only make it active until it procs a miss?
Hey, thanks for the feedback! I've updated Nimble so that it's only half as effective for enemies until level 140 (at which point you can Proclaim and get Tracking to deal with it).
You *really* should restructure the income portion per home to show what it is PER unit so we can accurately determine what is at the best buy:income gain ratio to buy next.
Thank you for your useful feedback. That's what i thought about at the beginning, its lack of game element. But since I'm inexperienced dev and not produce any single game yet, I just pick up one simple idea and jump through it. I will remember your feedback for my next new project