Having finished this game, though... I really enjoy how it all worked out in the end. Ultimately an extremely satisfying, if a bit obtuse.
Plus, the daughter is totally named Ari(stotle), and don't even try to hide that intentional nod :P
It is so incredibly frustrating to have already formulated a counterargument, know exactly which portion of their argument is the weak point, and know the idea you want to convey to express this counterargument... but then be treated like a child who has never taken part in a debate in their entire life because the opponent's argument was spaced out across five different samey sentences and, for some reason, they are all bulletproof to the same idea that would entirely topple their viewpoint.
I'm not a fan of the art. I'm not a fan of the music. I'm not a fan of the hamhanded execution of the writing. I'm not a fan of the railroady, if=>then gameplay.
Yet, somehow, you have managed to take a game with such cliche and unpolished aspects, different parts that should tie itself together into a bad, bad game, and created something with such a great amount of profundity that I teared up a little.
Thank you, very much, for this game. This was fantastic.
"PLEASE, NOTICE THAT THIS GAME IS ABOUT MASTERING THE GAME MECHANIC BY YOURSELF. THAT’S WHY THERE ARE NO UPGRADES :)" t figure out how to expand on your level design to fit what upgrades you could use. With such a stark lack of progression the game just feels plain
Am I the only one that turns the rocket's head compartment upside down when I completely run out of fuel and pretend it's a missile dropping on those dumb scientists who never give me enough fuel?
I hate the controls. If I could move with WASD, block with Space, click with the mouse, and click-hold to use my spell, I would adore this game, but it's so damn clunky and unintuitive on a trackpad that I can't keep playing.
Having a ranged option would be nice too, since you often find yourself being killed most by the ranged enemies.
check the skill upgrade list (sword, money, experience, etc), the previously darkened skill will now be available to upgrade. this tripped me up too :)
The lag is still definitely there, and bad. Is it just the physics or is there a way to make it less busy? Having Low graphics look simpler might help, it's still pretty detailed
The art on this game is fantastic, I would love to play a game with this style in the future over and over and over again.
Provided you fix the rest of this game. If the best strategy for most levels is "plop as many Level 1 basic towers down as possible" then you haven't done the smallest amount of planning on your game's difficulty curve. Not to mention upgrading any tower is tedious as hell because each enemy gives minimal cash while requiring a numerous assortment of towers to take them down.
FIX THIS GAME I WANT TO LIKE IT BUT YOU SUCK AT SCALING AND PACING
I love the amount of people who entirely missed the point of this game as a commentary on the sad people who would rather make pretentious art games to express their feelings than, you know, ask a girl out on a date.
I struggled with this game until at one point it just clicked, and suddenly I was solving 15x15 puzzles in ten minutes instead of an hour. It's like that moment when you finally "get" minesweeper and you just start blazing through the Hard board. I'd play a version of this game for every single book in the Bible, if you guys are up to it. Rated 5!
I played through the whole thing and you are entirely incapable of making a game flow. You shouldn't just suddenly get 5 items from one place at a time, with no other indication of where to go or what to do. Pixel hunting doesn't make this game better, just longer. If the player is bottlenecked into a situation where they have to find the one flag event required to advance everyone's dialogue, you have missed the mark. 2/5
If you're having problems with the final boss: Max out your defense/counters, and aim for getting Defense icons above all else. 100% damage block will be useful, and as long as you're matching vertical blue shields you should be making chain reactions that will give you attacks, counter bonuses, and fill your rage. If you can't match blue shields, match any attack gems that your opponent could use, but pick the HORIZONTAL ones so that no surprise gems fall down and line up a different set of attack gems. Control the board, and it shouldn't be too hard. Good luck!
*Sees Burrito Bison Revenge on Frontpage*
*Clicks game name*
*Checks for badges*
*Closes tab*
I have done this a dozen times in the past few days. If only I hadn't played it on Facebook first. :(
Perhaps we could have a spin-off game starring Bacon Dog with a different variant on gameplay? I would play the hell out of a launch-game starring that dog.
The Quest/Event tokens look a lot like the Blue/Green coins, just from a design perspective. Maybe Quest tokens could be purple, and Event tokens could be orange? Or really, even black/white and white/black would be better, just anything to differentiate them more.
The game is a series of cliches leading you to perform an elaborate fetch quest so you can be left with a cliche "you were dead the whole time" ending. No depth to the gameplay, no depth to the story, and a (granted, good) music sample on loop. This game has mountains of potential, but it feels like it was made with the least amount of effort. Having distinct areas for the colored items, changes in the music sample as you go to these different areas, changes to the player beyond just fading out (gameplay changes would have been nice), or basically any more depth placed into the game. I think you, as a developer, have the ability to do something great, but this is a test at best. 2/5
check the skill upgrade list (sword, money, experience, etc), the previously darkened skill will now be available to upgrade. this tripped me up too :)