Biggest complaint: After losing the "learn to play" missions, the only way back is through the exact same training scenarios over and over. "SKIP" is crucial in a case like this.
There is nothing quite so annoying to me as the classic JRPG game "battle" scene where the plot only progresses after the player loses the fight. Just show a cut scene, FFS, don't make me waste time and/or consumables on an unwinnable fight.
Full version just $4.99 for Kong members? Awesome, definitely picking this up. Ignore all the naysayers - even the demo of this is better than the "full version" of 90% of Kong games. Just wish I'd been made aware of the tabs on top of shops during the tutorials - I thought towns only sold either Rangers or Berserkers, swords or bows. Felt like an idiot later...
@imamme - depends on the item and the attribute - you can only enchant a weapon with one element. If you tried to make a fire-thunder-poison sword, it would only let you have one of those attributes. Otherwise, you can enchant with multiple bonuses.
Lost interest at the point where it became a jump-timing game instead of a puzzle game. If the initial drop on level 25 had been a second or two longer, I would have thought it was a brilliant trick in lateral thinking. As it is? Meh.
"Prepare for a new game that will make you play for hours and hours..." Well, at least you're honest. You have to invest hours to grind enough to progress in this game. Next time, though, try to make a game I'll WANT to play for hours and hours instead.
1. The arrangement of items in your backpack is extremely annoying once you've upgraded to the bigger models, and the inability to move things around after you acquire them is problematic.
2. Bags of sending need to have their effect kick in prior to disappearing from your inventory. I'm sick of sending the wrong item to the storehouse because I was using the last charge on the bag.
Note that if I could re-arrange my backpack, the sending bug wouldn't be nearly as much of a problem.
I liked this game better when it was original, and called Mushroom Revolution. 1/5
Seriously, all you did was use different graphics and you think no one will notice you've copied someone else's game *exactly?*
Yes, having a training option between battles would help. As would a way to surrender a battle you know you can't win (mana leak greater than the amount of mana you can recover, for example).
There's no need to get XP from replaying, and I'm glad you don't. The previous games had a bit too much grinding for my taste, and encouraged you to play a level you knew you could beat over and over to get an advantage. With this version, you can't just beat levels by investing hours earning points, you have to actually tailor your skills, attempt new strategies, and try different levels to see which ones you CAN beat.
The challenges are void in certain countries because of legal issues, people. A company in the USA, e.g., doesn't generally hire a team of lawyers from every nation to make sure the fine legal points of their contests are worked out everywhere - they make the contests open where they can handle the legal ramifications.
Just commenting to add my voice to the call for hotkeys. For spells above all - when the only way to kill a Fast ninja boss before he gets to your gems is casting 4 fireballs in a row, the drag back and forth is... well... a drag. Hotkeys in general are key to any game like this with a timed aspect to the strategy.
Thanks for the feedback :D