Dangerous adventure not only feels like the difficulty curve is too sharp (spikes somewhere around level 5) but that it's fake difficulty. Blocks come too easily in the beginning and later you never seem to get more than 4 touching each other. And the fact that some chests are literally impossible to open because there aren't enough of a certain color just makes no sense at all - sure you could buy a key to open it, but why pay 200 gold for a key to open a chest that contains 197 gold?
Unfortunately, the fancy light show that appears when killing enemies means it's very difficult to see what's an actual enemy and what's a shimmering reflection of the one you just killed. It's also very difficult to spot yourself, meaning you have to track yourself by your fire. That's not difficulty or skill level, that's just a design issue. The good news is that it's very easy to fix! :) The bad news is that it probably will make it look like the other 50 billion top-down shooters out there.
I love the skills, because it's more than just a "Damage Upgrade, Armor Upgrade" system. The skills look like they had some serious thought put into them. Not a very long game, but fun to play.
This game adds a little more control than the typical launch game. It ends up being an entirely different sort of launch game, but retains the polish and style that makes it worth playing. 5/5
I love the seamless transition from level to level - it makes you feel like you're actually journeying, instead of just solving Puzzle #1, Puzzle #2, and so forth. Love the varying difficulty, too. Thanks for another great game!
Thanks, the seamless transition concept was one of my first design decisions, it's great hearing that people are digging it. It sounds like you've played my earlier stuff, I just added a mailing list at talesworth.com, hop on to get updates about my next game :D
The game looked somewhat promising (despite being yet ANOTHER Arkandian "adventure"), but quickly fails to deliver. Tactical battles feature terrible slowdown, and missing three times in a row on an 84% chance to hit? You don't have to be a statistician to realize that something is off. Also, diagonal attacks make chokepoints very rare, limiting the tactics available. I like the skill leveling system, but the clunky, time-consuming interface and obviously skewed RNG - combined with the top comments all being about crafting issues and broken economy - make this something I don't really want to try to play.
I can't find anything I dislike about this game. Music is great, concept and execution are great, the game as a whole is smooth and polished and flows beautifully - why on earth is this under 4 stars?
A few minor bugs, but obviously that's something you're going to have with a time limit on development. I'd be interested in seeing where this goes if you decide to flesh out the concept some more - a limit range has been suggested, or perhaps you can only use your psionic powers a limited number of times per level.
Anyways, despite having a very constricting time limit, you made something that was fun to play. Good job!
This feels more like an homage to The Addams Family (NES) using Super Mario World graphics - and it's masterfully done! Tongue-in-cheek humor, no control issues, and just plain fun. One of the few platformers that I can't seem to put down.
I'm not upset that this blatantly rips off two great games - I'm upset that they didn't even do it well. All of the elements of Puzzle Quest and Recettear...none of the fun.
Seriously, if you liked this game, play Recettear. Then play Puzzle Quest. Then play both of them at the same time, and I will guarantee a better gaming experience.
Wow, I don't think I could like this game any less.
-Poor WASD and arrow controls make my character's walk constantly stutter and halt when changing directions. A simple "click on the square to move there" would have sufficed.
-Poor game balance. Trying to complete the first quest in the game gets me chased down and surrounded by sand snakes while trying to find my way back to town. I can't kill the sand snakes because they're 2 levels higher than me, and a 1 level difference can easily be fatal, as Mr. Level 2 Sand Beetle showed my poor level 1 character.
-Poor graphics display. The graphics themselves are fine, but transparency is your friend. We like being able to see what's killing us!
-Poor inventory. When most of the top comments are on how the inventory needs to be improved, there's a problem!
1 star. There's a lot that needs to be fixed before this game becomes anywhere near fun for me. Even badges won't get me to play this.
Every other game that has a wall slide makes it possible to both jump and drop once you're sliding down a wall, but not this game. You can only jump off a wall once you've begun sliding - a poor oversight. I am unimpressed.
Like everyone else says, use objects to slow yourself down to a manageable speed. If you have decent peripheral vision, it helps if you focus your eyes on the right side of the screen to watch for windows. For the falling bombs, listen for when they start falling, then make a very precise jump over them. The rest is just skill + luck + perseverance.
Thanks, the seamless transition concept was one of my first design decisions, it's great hearing that people are digging it. It sounds like you've played my earlier stuff, I just added a mailing list at talesworth.com, hop on to get updates about my next game :D