Much better than the previous one. Still too short though. There are some bugs too (you can be caught between the clouds and mountains). A little bit disappointed :/
You don't want the green guy to whistle, you want to make him go to jail. It means you have to look at the last minute, when his arm is over his shoulder. Not required for the oher characters.
Awesome game, original, hard but not frustrating, sweet... I wish for more typer/narrator interaction if there is a sequel. You'll make one, right ? RIGHT ?
I really enjoyed this game ! I hope for a sequel...
I would only ease the part, after the camera is destroyed, when we have to try another camera. If Gena could have a line to give us a hint, the game would be perfect !
Maybe it is only me, however, when I use Golden Clicks, I get less money if I click as fast as I can than if I click 10-15 times a second. The coins sprite disappear to load the new ones, and I don't get the gold. At least for those who have a weak computer, don't over-click.
Some details you may not have noticed : the "blank" paper from the room with the screwdriver is actually a face. Felicity's ? The vent grills is the kitchen say "It smells really bad from here", like the one in the first game. The room in the first game is also from the first game. You meet again there the sewing machine, the umbrella, and more importantly the mirror when you used to "barely see your own relflection". In the kitchen, there are elements from "Don't escape". In the room with the screwdriver, again, you see the three elements you put in the bag in the second episode to activate the 5kg door. When you read the book about the bottom feeders, the bottom right corner is shadowy and black. It may be your monster's hand. There is a jump scare is the dark church, a guy goes between the two rightmost pillars in the third room. I sometimes don't get it, it may be random. The shadow at the beginning is NOT the shape of the shadow people.
Putting aside the problems that have been pointed out a lot already (lag and jump key), I think there is a core gameplay problem. The bonuses from the complete outfits can never outweight the gain you have from a good combination of the seperate items. Thus, collecting the whole outfit is totally useless and it gives the player a grinding feeling.
Either give the later oufits better bonuses, or give the outfits items a stats that go together (all heart, all damage, all speed) from time to time.
The best strategy, imho, is : 1st cat a tank (all hearts + sword) 2nd cat shooting tank (all hearts + ranged weapon) 3rd cat is all speed +ranged and 4th cat all damage + ranged.
Stop complaining about the luck factor. The aim is just to go as far as you can is the game, not to complete it easily and work on your score. I haven't completed it yet either (lvl 27 though) but I enjoy when a the game resists my logic.
For any floor : Reach the oracle safely, watch carefully and remember the traps. Start over and chose another entry if required.
First floor : Get immune to poison. Fight against a snake, then get an antidote.
Second floor : Level up. Fight against the golem with the golem crusher preferably.
Third floor : Make sure you have the god slayer before you leave. Have more than 5 health points. Have the templar outfit to dodge the fight against them in the fourth floor.
Final floor : Grab the healing potions if needed and you should be fine.
Nice game but a few little touch-ups would make it great :
Slight inertia for the camera. When you hold the light, and your character "forces" the camera to move, you have no time to adjust your mouse control. Then, for the platforms... you can go though them from the bottom, but you can't from the side. Thus, when you reach the moving platforms, you first get easily though it, then the hero gets pushed by it. Combined with the first comment, you get a real game design problem here. Finally, rather than wasd or arrows (arrows do not make any sense when you need to use the mouse too) please, please think about azerty's. WASD are our ZQSD, make an option for that. Only a few games do it, but when you can't use arrows, it's a must.
I really enjoyed the concept though, kind of "closure" like. Good job !
Offering to play different heroes at the same time it great, but it creates many game design issues that completely spoil the fun for me. 1) you can't see the spells at any time, so you don't know when they are ready again, unless you keep your hero selected, which makes you quite likely to move it by accident. 2) The hero icon it a pain, as it is so close to the "call early" button. 3) There are no hotkeys to select the heros, but one for the spells, so you have to focus on mouse and keyboard at the same time. 4) Select hero, cast spell, wait for the zombie animation ... aaaaand the minion you wanted to stop has past your defenses. It would be, much, much better if all speels where displayed just like in the original incursion, and the different heroes play the spell automatically as they are cast.
The concept is great for a start, but it would be much better if you created a good and bad ending. The bad ending being the replay option (with some hint we didn't make the right choices) and a good ending with a congratulation screen - and of course, the good ending needs to be challenging. With the concept of "th power of the words", as nightmare said, you have enough material for an awesome art game !
Morale lessons from this game :
Girls are on time.
You can totally be late to a date as long as you bring some present.
Girls have no powers.
It is hard to share your view of the world with your partner.
Aliens in love are cute.