I want to like this, but it's just so poorly balanced. I'm getting facerolled by these low-end enemies because I don't have access to cards that are half as synergized as their own, and the only way I seem to win, even with careful deck-building, is by sheer blind luck.
I thought that the gameplay was a lot of fun, and you did a great job of making a puzzle game. The fact that it was trying to be Portal was a turnoff to me though -- it's hard to try and be in the same category as a great all-around title like that because the comparison will always be unfavorable. So rather than feeling like I'm listening to a creepy-yet-funny scientist judging my testing in the name of science, I just keep thinking of how much this really wants to sound like GLaDOS.
I'm really digging the artistic direction on this thing. The bear's voice is just about the worst thing, though. I thought the VA work for Sellar and her parents was really good, however.
I feel like what you wanted to do was make some sort of simple statement using a "game" format, but it really fell flat. You have no choices other than letting the cop shoot you and regaining your health forever, or shooting him and then shooting yourself...forever. It's only a "game" in the respect that I can make my character do exactly three things. There needs to be more to it than this, because what I'm getting here is something that means nothing to me. It's not an impactful message for me, and it's not an impactful game.
Pretty fun game. My only complaint is that to finish it, you need to max out ALL upgrades; does my multiplier upgrade really need to be the best it can be for me to tackle the final boss?
The only time I heard sound was at the very beginning and the very end: problem with the game, or intentional? Also, I liked the vibe, and I think it has promise, but the games themselves were kinda samey. 100 coconuts to survive a day? Really?
It was intentional, although based on suggestions I'll be adding music throughout the following weeks with the option to mute at the beginning, or anytime. Thanks for the comment! I'll also be changing or removing entirely some of the minigames based on advice like yours, so thank you for the feedback!
I thought this had a good atmosphere, but the ending was a bit of a letdown -- I didn't feel like it was a particularly "narrow" escape. Combining those items to make the bomb was pretty bad adventure game logic, too. I was looking for a key for ages.
Well, I don't usually enjoy CG stuff, but I did this for the quest. This was more entertaining than I expected, but the story is really fragmented, especially the end. The whole "AND THEN HE REMADE THE MOON" thing was out of the blue because at no point prior to seeing that did I know there was a problem with it. Also, I didn't see my character picking up the Prism shards beyond the first one. Otherwise, though, great game and those firewalls are ridiculously OP.
Poorly designed, though the concept has promise. When I literally lose as I start a game, before I even have time to push a key, you know something's wrong.
I'd like it if you could include some form of music in the next entry: for how much time I spend clicking around, just having the quiet drip of the dungeon doesn't do much for me. My biggest complaint in terms of gameplay is range: if I have a line of sight on a target, I can hit it, and I don't need to have my cleric anywhere near the rest of my party to cast mass heal. My knight's fairly obsolete because the three ranged units can kill anything coming at the group in a hail of projectiles. Enemy AI could use some spice, too. I do enjoy that you made it smooth, graphically, for the style you chose to go with. The story's kinda eh, but I've seen way worse. I'm a big SRPG fan and I'd enjoy another entry, but mind =/= blown or anything.
The only particular complaint I had was the bottom interface: there's a lot going on down there, and it can be difficult at times to see what's coming up. I nearly ran into a skull because of it when I had my perfect person. Setting it all at the top of the screen would make life a lot easier.
The adventurer pathfinding is poor if you give them an environment in which they have to go in anything but a straight line. Sometimes I got stuck making a 2x2 or 2x3 room for various reasons, and I had adventurers going around in huge circles, constantly going back, grabbing coins, and repeating the process. I think the biggest content suggestions I could make for you would be that if you're going to make the rogue vital in disarming traps, make it possible for me to get him out in front by anything other than the purest of chances. Maybe an option to ignore chests? Party lineup mode? Nothing's worse than him hanging at the back because he snagged a 5g item and watching my wizards get beat to crap by traps.
It was intentional, although based on suggestions I'll be adding music throughout the following weeks with the option to mute at the beginning, or anytime. Thanks for the comment! I'll also be changing or removing entirely some of the minigames based on advice like yours, so thank you for the feedback!