The first few cooling liquids only let you get about 3 blocks deeper before taking damage. Please adjust the depths each cooling liquid allows to roughly match the stone barriers. Might I also suggest scattering stone throughout the dirt with increasing frequency with depth?
Fun but short. One design flaw is that a player may simply backtrack levels to collect extra coins and crystal skulls rather than finding all the crystal skulls.
The text makes me wonder if the writer(s) speak English natively. Either get someone who majored in English or at least get someone who's a native speaker!
Found a bug: when the game has been won, if you save in the "new" round of the game, when you quit and load you end up back where you were before winning. But since everything has been re-initialized, you have to fight through the three-headed dragon just to get back to town.
Other than that, EXCELLENT game.
Movement and combat is very difficult and unpredictable. Walljumping has some things that are good, but it's like once you start one action you can't do anything until that action is done.
Pretty awesome. There are some levels that seem impossible at first, then you get how to do them. I'm stuck on Mini Story...getting all those multi-jumps timed right is a pain. This calls for a sequel.
The problem with this is usually one or both parents are abusive or there is some sort of other unusual trauma going on in the kid's life. Kids in good situations are not like this.
This game can be a lot of fun, but it suffers from strong lag on slower computers where most other platformers run fine on. Can you do something to optimize the game's processing?
A lot more fun that I thought it would be at first. It could use a few tweaks, but it's pretty good. One bug I ran into: I was fighting to capture the last (right-most) city, and lost the battle, but I still captured the city.
The game is very well-designed. But I do have one complaint. Several levels require very VERY exact jump timing, especially ones where you have to drop into a pit of spikes and jump last-second. This gets really frustrating when after trying 20-30 times you finally manage to make the jump/shot and then die just a few seconds later and have to start over.
Difficulty stops growing a few levels after the toughest enemies show up. Making more enemies spawn doesn't make the levels get harder; it just makes them longer. Do something to keep the challenge up through 20-30 levels.
The fire rate seems to be independent of framerate. On computers that can't keep up with the game (like mine), that means your guy shoots a lot more often than he's supposed to. Tie in the game's speed to the player's firing rate to fix this.
There is also no incentive to buy the EMP parts before you have all the other upgrades. Maybe make it so each part you buy you can kill all the enemies on screen once per round. This will encourage players to buy the EMP piece by piece along with the other upgrades.
We have a thread on our forum highlighting any text issues and are giving out in-game rewards to those players to help out.