Better inventory management would make a huge difference to playability. I'd really like to be able to view heroes separately by class, sorted by rank, and with equipment filters for individual skills.
The game is so much more fun without the healing delay. Thanks for listening to the players! I've surged ahead, although now I'm blocked by the mysterious unexplained "max XP" problem.
There is a level cap and we can't remove it. The reason: if/when we add new levels, we want to make sure that these levels won't be too easy (meaning not fun) because the player has heroes of very high level.
Having to wait for heroes to heal for ever-increasing amounts of time per level is very tedious. Why would you want to discourage new players like that? A proportional deduction from gold and XP earned per injured hero is the only penalty needed.
As a new player I'd like the game to give me hints about why it seems insistent that I recruit more team members when I can only use 3 at a time. I'm guessing that I can diversify their skills later by upgrading from the base classes, but the game isn't telling me anything, it's just showing me a persistent red exclamation mark over the heroes icon. I'd like some information to help me decide whether to keep on using and upgrading my initial heroes, or invest in new ones.
It seems that Bart Bonte can literally do no wrong, since this is the only Unity 3D game I've ever played which doesn't induce intense nausea - although it does induce some. Despite that, this is an environment that I actually want to explore. I'm really impressed by the use of lighting and colour in this building. A lovely piece of work and a great escape game.
As interactive fiction, this game is great. The characters, artwork and story are all charming. As a platform game, it's hopeless. The controls are so slow and clumsy I can't even finish gathering herbs, so I can't move on in the story. Even the dialogue doesn't work unless I jump first. Pure frustration.
I like this game. In fact I've given it 4/5 stars for visual design. However, whenever I leave the game running in combat with a boss, I come back later and find autoplay has switched on and kicked me off the boss onto a minion. Worse than that, my progress with the boss has been reset to zero. I'm past the point where bosses die quickly, so basically I've run into a brick wall, since I'm not prepared to babysit an idle game. Nice game though.
Sarah, it's a WebGL game. Do you have a graphics card? Despite vast amounts of misinformation to the contrary, you need a graphics card to run WebGL. Although there is a possible fix if you happen to be a developer.
I lack the reaction times of a professional gamer, so I can't finish level 2. The game has got some plus points. The artwork is good. The multi-kill tactics are interesting. With upgrades and decent controls it might even be fun. But as it stands, it's just too hard.
An actual use for Kongpanions! Great idea. Unfortunately, disabling crowns has the effect of swapping the entire image out for a very small blurry one. Other than that, it's a very nice app.
Will do if/when we make a major update or mobile version - can't afford to make it in the current build, sorry.