There is soething the developers overlooked which alowes players to cheat: the numbers on the side turn grey only if the blocks are in the right spot. This means that if you are not sure about something, you can just try all possible solutions until the numbers are grey.
I remember those nanograms of course. They would take a lot longer back in the day because they had to be filled by hand. It takes away a lot of the magic and careful consideration not having to do that anymore. The concept still stands though, but the fact that you imply nowere that you weren't the one(s) who invented it and don't give credit anywere implies arrogance if you ask me.
Please read each stage challenge rules. There´s a max upgrade level depending on the level. On the lower levels you cannot use all upgrades when you play the challenges.
Right now if there was a possibility to turn left, I already knew what was gonna be there: coins and maybe some health. After a while I stopped even checking them out because I had already bought all my upgrades anyway. The bosses. While not badly done in particular, I felt there was also room for a lot more variety here. You could have made them a lot bigger and better. Also, since you took the effort of adding aditional character classes, why didn't you give them different stats?
Now don't get me wrong. You did a lot of things right. But the standard for games like this is pretty high and there is a lot of room for improvement. Keep up the good work. 3/5
Fun game. The art looks good. The gameplay is simple but effective. However, I see a lot of possible changes that would greatly improve this game.Some of these have already been said. Firstly, the money system should be tweaked. Either you should earn less money or the weapons should be more expensive. (At least the latter ones.) Secondly, More variety in weapons would also be nice. Right now they are all pretty much spammable and thus they all feel the same. But since this is primarily a platformer it's probably not the highest priority. What should be a priority is level design. The gameplay is simple and that's great, but sadly the levels are too simple as well. The door to the next level is always at the far right side of the level. It would enhance the experience to emphesise the levels more towards exploration (a la commander Keen) .
This game has potential. However there were a few things that kept it from being interesting. First off, it is unbalanced. Without putting in any effort, I have easily beaten every single enemy so far. (using the strength monster). Second, it is way too slow. The filling ability bar suggests that you wanted to keep battles fast and at a steady pase. However, it does just the opposite. If only you multiplied it's speed by 2 or 3, I wouldn't be waiting for the battle to end or be eating my nails every time slow is cast on my. 3/5
Dispite all the critisism this game is recieving. I tend to disagree on most of it. I have not had any problems with the controls so far and the game is fun and chalenging. If you can't bring it up to try a few times of course you aren't going to beat a level. However. There is no way you are going to beat this game in one go. (most people will rage quit at some point, right? that includes me) and after returningto this page and trying again I was dissapointed to have to start all over again. in fact I didn't and that's a shame.
Bug. I pressed quit because I wanted to retry level 10. It just gave me the defeat message, which kept repeating. The more I pressed quit, the more defeat texts the game threw at me.
Please read each stage challenge rules. There´s a max upgrade level depending on the level. On the lower levels you cannot use all upgrades when you play the challenges.