I'll give credit where credit is due: The game itself, when not asking for your money in some form or another, is very solid and pretty fun. Lay off the microtransactions though. The first thing I see when I start the game should not be an attempt to get me to buy something.
Awesome way to tell a story. I wish the puzzle portions were more demanding, but the narrative makes up for it. This seems like it should be a movie or something like that.
There's a shell of an excellent game here, but balance problems abound in every aspect of the game, the side-quests are pointless due to their lack of meaningful reward, combat desperately needs an immunity timer after being hit, and the game ending with a blurb of text and solicitation is hardly worth venturing to the end to see. The series has excellent potential if the sequel carries with it some vast changes as well as an expanded combat system and enemy types. I'm eager to see it.
While I thought the original premise of Lucky Tower was pretty entertaining, there's some serious potential for the series if you can keep up this sense of humor with some refined controls and combat. I really enjoyed it.
Loving the game. It feels like Meatboy but with its own style and additions to the formula. The checkpoint system might be disappointing to diehards, but it does take away some of the frustration inherent in such a precise platformer.
Love the new element of drawing whatever you need to complete the level, but one thing has always made me wonder me wonder... Why do we want to wake up the box?
The grid is far too small and there are glitches galore, but in the end it's fun. More varied enemy types (Different types of attacks rather than straight damage from enemies who simply look different) would serve to make it much easier to persevere to the end when it tends to drag a bit. Still, I love the art style and this series definitely has potential to be among the best of flash games if given the care it needs.
Beautiful and fiendishly difficult. I applaud you for taking a genre that rarely sees anything new and making it your own and one that can be appreciated on so many levels. It was a joy to play.
Awesome. Truly awesome. My inner child could not be happier to see this game. I almost gave it a 1/5 after seeing that electric seaweed though. The horror and pain that seaweed brought me as a child is unspeakable...
Love the game. I'm glad to see that you followed through in creating a metroidvania style game. It's hard to believe that it was essentially created in two days. The influence of Diamond Hollow really shows through. I'd love to see it fleshed out and expanded for a sequel!
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Loved the combination of different play styles. Great atmosphere and music as well. It was a bit on the easy side but still great fun. This seems like a perfect game to have a level creator/player's pack in the future. I can only imagine with all the different gameplay mechanics what the more creative users on here could come up with.
Reminds me quite a bit of MotherLoad. It was a bit simplistic but worth the time I put into it. Nice style and atmosphere. If it were a bit more fleshed out and involved, I could see it becoming a truly great game or series.
A massive improvement on an already fantastic game. The story was surprisingly interested, the modes were all enjoyable and there was a great deal of accomplishment and challenge to be had for those who wanted it. I love the style, I love the music, and I love the atmosphere of the game. There aren't many ways this game can be improved, but I can see it becoming an amazing metroidvania type of game. 5/5 from me.
The difficulty curve is insane. The first few levels are by far the hardest. The weapons seem fairly imbalanced as well as some of them appear to be basically useless when you first get them. By the last couple levels there's really no strategy involved aside from spray, pray, and grab any food that you see. I didn't die after about the 4th level. There's a good game here but it needs to be refined. An upgrade system for your character or weapons would be great.
To get those 3 star + ratings you need for the hard badge, keep in mind that you can break a wood block in one throw if you force it to bounce back and hit the block again. This can easily get you a few extra stars in the first set.
Honestly, this is one of the best games I've played on Kongregate in a long time. It gives you time to strategize while also giving you frantic fast-paced gameplay. The gem swapping and TD genres are blended together really well here. I really can't think of a meaningful way to improve the game.
So the villains are smart enough to build space travel capable super ships of destruction, but not smart enough to realize that sending slowly increasing waves of weak ships so as to acclimate the pilot against their forces might not be the best plan. Maybe they'll learn someday.
Hi MrFortyFive! Thank you! That was my goal! Thanks for playing!