Could be a bug: On my fourth reset I noticed that crystals for one spell were affecting ALL 9 of the spells, which makes for some really large stacking bonuses
I like the balance between your damage and the boss hp in the later levels (insane mode). However what I do not like was that the normal and hard modes were a complete grind. While that design made it possible to beat bosses by getting more stats, skilled players advance too quickly and end up dealing close to zero damage on higher levels.
This game reminds me a little of "The World Tree".I feel the gameplay was fairly balanced (completed the game on normal) if you manage your troops well and spam resurrections, but the penalty for dieing is pretty harsh. You start right back at the beginning with almost no way to gain more gold/troops. My suggestion is to either improve the rate of passive income, keeping camp respawns the same, or only destroy 50% of the remaining forces if the player retreats early. For me, I had to keep resurrection scrolls handy just in case my powerful army suffered a narrow defeat.
Overall a good experience in this game. The shop/craft is interesting(only sells and crafts equips stronger than yours, but really expensive). I like the idea where you have to upgrade your existing equips in order to find better ones in the crafting wheel.
My main complaint would be in the trouble of being forced to grind some levels just because you don't have enough DPS to protect your ship(even if you dodge perfectly) I feel that should not happen, and players who have great skill in dodging should be allowed to use that to progress further than their peers.
I noticed that the Springboards do not conserve your vertical speed at all, and only bounce you to around the height of the first balloon. Then again, there is a higher level of control at that low altitude compared to flying everywhere, so not sure if it is a bug or a feature.
With the sheer number of upgrades available now. I'd suggest putting them all on a separate page/window. Like a skill tree if you will. That will enable faster purchasing of upgrades as well as better representation.
I like this game, it's a fresh idea. Even with my limited vocabulary on buildings I still managed to cough up enough words to fill the map, granted they were not the most valuable.
I would like to commend the developer on spending the time to add in so many words into the game. A nice addition could be an encyclopedia of words you've found against everything else in the game. Possibly even, an "Adjectives enabled" mode for people who have too many letters to spend, creating their own Big Blue Flying Castle.
Possible multiplayer functions with scrabble rules, where each player takes a turn placing buildings with the pool of letters (in this case, letters are given randomly instead of shown on the board).
The "whee" sound effect when fruit comes out is quite annoying i'll tell you that. If you're trying to advertise for Fruit Ninja, then you might want to add a link to the iTunes store(is it allowed?)
A simple game that requires little thinking. Ought to have an objective of sorts to motivate the player to come back to complete it. some minor things i'd like to add: A Bestiary to see the value of each fish, more types of nets (cluster bomb net, hyperbola net, laser line net, etc. random is better as long as you make it work) and a couple more music tracks to go with it as well as a volume bar in place of On/Off music(sometimes i like my music softer than sound you know?) Do that and I think you can release this to the itunes store.
Fairly easy on normal mode, but i don't feel like trying hard at all. The compounding cost of building stronger troops does not make the upgrade worth it at higher levels, even though we can see it is clearly needed to overcome a wave of troops.
Try to balance it out using gold income upgrades or maybe balancing out the enemy spawn rates. I understand the hard mode is meant to be hard but seriously, the player has no gold to play with that in the end, it becomes a cycle of, camping, unleashing massive counter attack, camping, etc...
interesting game. I sort of wish i could interact with the environment while chatting to the AI though. Possibly create a path that allows the ship to escape? or a sequel with the AI in the pod.
Back button would a nice addition. So that I can read thru things i might have missed. Overall quite a fair tutorial on how to start, but does not explain the code so, leaves little or no room for creativity. Unless you learn from somewhere else of course.
I wrote the explanation of the code but for some reason half of them is deleted so I can't. Sorry for that but I hope you can learn some Actionscript 2 :D
I understand that it is meant to by for kids, but this has nothing to teach them at all apart from the fact that pressing the corresponding key causes the letter to disappear. You need to add small lessons like proper finger position. Maybe add in levels like randomly generated paragraphs which scroll by at a fixed speed.
I'd prefer if you put the size of the gear (for those in the toolbox) instead of the quantity in the center of the gear. quantity can be represented by a small white number at the bottom right of the gear.
I notice that the numbers only grey out when the puzzle is solved correctly and not when the line's condition is satisfied. this makes for a nice and subtle hint system, but it can easily be used to turn a 15x15 puzzle into a 10x10 by using trial and error(e.g. lines with 1,1 can be solved alone by filling and hoping for the number to grey out and indicate it's correct). You might want to update this function. Perhaps keep this on the side as a hint button/toggle.
i'd prefer that the jump button be limited to one button(like A or S or Z, whatever), instead of the controls changing as the orientation changes. Also, you should make it more clear that you can interact with arrows on the first level, at first i tried to press space on the television and chair.
For those of you cracking your heads over lv 14, try to push the box as far as possible and walk off the edge of the box for the jump(instead of jumping off the box). If the right edge is around the 6th electric drill you should be fine.
I wrote the explanation of the code but for some reason half of them is deleted so I can't. Sorry for that but I hope you can learn some Actionscript 2 :D