As you get into the early teen levels, the fact that your character shifts position left and right as they move between the two colors becomes a ridiculous hazard. I'm nowhere near the spikes on the wall, then suddenly I'm right on top of them.
I'll add one more: Invisible walls. Particularly after first acquiring the wings, in the "float down forever" levels, it often looks like you should be able to dodge an obstacle only to find yourself crashing into an invisible wall. Again, some kind of indicator of what you can and cannot pass through is vital for a platformer.
Generally well put together platformer. A couple of notes: 1. The jittering when going up or down an elevator platform is annoying. 2. There are far too many instances of background elements looking like solid platforms, including cases where something which was a solid platform in one level (e.g. a rope) isn't solid in another level. If there were some way to differentiate better between solid ground and background elements, it would help *a lot*.
Note, for those wanting to fast forward dialog, you can, just click on the text bubble to skip to the next one (should see a fast forward icon when you hover over it)
I'm not having issues with cursor drift but I'm finding the last round absolutely impossible. With 10 errors happening on each of three different areas of the ship, how the heck are you supposed to keep up? Maybe I'm missing something?
Noticed a bug - at least, I assume it's a bug. I killed the jelly on the ground and Goblino Montoya, then ran from the next battle after Montoya. After I got away, Montoya and the ground jelly were back in their original positions, ready to fight again.
That is intentional. The enemies on the map currently pop back up if you run from battle. I thought it was a cool concept, but I'm not sure if that will make it to the final build,
I seem to be unable to interact with the optional boss at the lake, though that may just be a coincidence due to the general unresponsiveness of the controls.
Another suggestion: Add a Defend option in battle to raise defense so your mage/cleric can do something other than hit for 0 or use items when their mp runs out. Giving Isaac a Taunt option to increase his chances of being attacked rather than someone squishier would be nice, too, but I recognize that it would probably be more difficult to program.
Equipping items is a tedious process. Possible ways to fix it: An Optimize button to automatically equip the best items available for that character. An option to toggle off the item descriptions that happen every time you equip something. Have the system remember that you selected Equip so you can equip the next character a bit more quickly.
Thanks for your comment. I totally agree, the equipment menu is more tedious than it needs to be. I am in the process of streamlining that process. I've added an optimization option as well as an option to equip things as soon as they are acquired.
I've gotta say, I love the Christmas music in July! That said, though, showing up to a game and having four flashing circles inviting you to spend large quantities of cash as the first thing that catches your eye (5 if you count the daily "gift" for spending money) does not inspire confidence.
So, anybody else feel like the Ruby upgrades are kinda ridiculous? I mean, the Daily Bonus will take weeks to even get the cheapest upgrade. A game like this shouldn't require massive sums of cash for tiny bonuses.
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Ummm ... my guys disappeared and the game's still going. Gotta love glitches! For those asking how it's rhythmic, there's a rhythmic mode you can turn on in the options.
@Isaena, you might want to get your system checked out. Pretty sure this is a problem unique to you, possibly PEBKAC, not an issue with how the game is coded.
Greek mythology tells of a man named Sisyphus who was punished by the Gods to spend eternity pushing a boulder up a hill as punishment for cheating Death. Weird concept to base a game off of but hey, you do you!
there's a 5 pixel depth difference between the 2 layers so that's definitely a factor in the difficulty, sorry if you had trouble with that.