***SPOILERS, PLAY THE GAME BEFORE READING, SERIOUSLY, IT'S WORTH IT*** So, when I saw Rose manipulating crowds with rhymes, I thought "it would be perfect if it would end up with a rap battle." What do you know, the next thing is Medieval Throwdown. Also, when I saw Amber regenerating the wings, I thought "alright, it's pretty awesome", then she sprouted another pair ("alright, why not"), then she got yet another and I'm like "she's just trolling Spirit Realm at this point, isn't she?" Either way, thank you for the game, I can't wait for another part. ^^
I greatly enjoy the concept; took me a while to realise what the pins (the rounds in the middle of a block) were actually doing, but once I got the hang of it, I appreciated the idea. Out of the puzzle elements, I enjoyed the map-scale changers the least - the wall switches and the global block rotators. These two in particular feel like they would be tricky to handle in custom levels; map switch, because one needs to actually place the switch somewhere and define which walls and how deep are affected; global rotator, because it needs to be placed somewhere, but more importantly, I can't imagine it working anyhow with blocks that don't have 4-fold rotational symmetry. On the other hand, while I was reserved about the link-switched blocks (the blocks that can be moved only if a specific link pattern is made somewhere), I've found that they're actually a pretty great match for individually rotated blocks; I'd have loved to see more of that particular combination.
I got here invited, and I generally found the concept pretty challenging and entertaining. One thing I'd strongly suggest is coming back to the last level state after unsuccessful run, instead of restarting the level altogether. It gives more room for experiments and allows player to go through obvious parts early on and focus on uncertain ones instead.
Interesting puzzle ideas, but I feel like it suffers a lot from lack of intuitiveness and visual clutter. For instance, when there's a hooked block, with a hook placed below and going to the left side, I instinctively expect the part sticking out on the left to be a part of the block that cannot collide with the blocks below. Similarly, when the crushing blocks were introduced, I was stuck because I totally wasn't used to the notion of pushing one block towards another. The visual clutter part is very apparent in the later levels of specific section, when on the same block there are hooks, connectors and rotators.
When it comes to the challenge the game gives, I struggled more processing the individual blocks and reading the game state, rather than deciding how to proceed from the current state. u_u'
Thanks, I've updated the introduction of blasting block to make it more intuitive. Hooks disappear before they can hit an obstacle. As to clutter - that's the best I can do - mechanics are different colors, and are mostly placed to minimize overlapping, if you have any suggestions - it would be good to hear them.
The rough story outlines match what we had in pilot so far, but it's much more fleshed out in this version. We get quite a lot of customised art as well. I really appreciate the addition of Villain organisation hub, too, with some optional bits of lore to learn. I find it curious that Hex uses fire magic and checks own looks in the mirror; is it another intentional deviation from typical vampire lore (like with them being very Emotional)?
In terms of gameplay, I like that there are no QTE-style attacks and they rely mostly on strategy now. The double-edged Rage attacks are a neat touch, too. The game is generous with resources, but combat still feels moderately challenging, and it's not uncommon to use up a bunch of medkits and/or bottles per battle.
It took me a lot of time to tune the battle system, I am glad it worked out. It was all thanks to the experiment with the Oneshot and the comments telling me what it needed. Since Hex is one of the main characters I added some unique characteristics to his personality and his powers which we will learn as the story progresses. :)
Out of curiosity, are Angels of Heaven (Life, Hope, Courage, Happiness and Love) based on some sort of mythology, or are their entirely original idea? I can clearly identify Horsemen of the Apocalypse from Christian beliefs.
Well, VasantJ, I commend you. This is the first time I've seen Christmas Special released before the Christmas advertisements started airing. Also, for a filler episode it has quite a lot of good stuff (Ada! <3).
I like how the game makes the pacifist run challenging, but not impossible (certified). If only I could break the door terminal with other method than slashing (which can accidentally harm people around) it would be just perfect.
*spoilers and such* @TurkeyPie: but if MS3 happens before MC7, and the intro happens 8 hours later than the beginning, and Dregg hasn't encountered Eva by then yet... would it mean that MS3 ending happened in that 8-hours span, sometime between Eva's encounter with Adam (when she was still in cell) and the intro? Also, I got an impression that intro happened more or less after Draziel defeated Dregg. Generally, I'm really confused about the timeline here... O.o'
Yesssss, it's finally here! This game is perhaps the most advanced of the series to date, both in terms of mechanics and the story. Also, I love how we got to play around as different character, especially the woman with Insomnia. :3
(one thing I'd ask for - more save slots; I had to overwrite some during the game, while I prefer to be able to jump to any game "chapter")
Last game, people will complaining there were too many save slots so I reduced it. I guess I should keep a different slot for each level from now on. Thank for pointing it out. :D
Clue #1: "It makes people suicidal." Clue #2: "Most have to deal with it at some point." Clue #3: "It is not a person." Clue #4: "It makes people waste their time." Clue #5: "Every day, I dream of crushing it." What is the final word? "Alcohol", "Despair", "Games", "Ina", "Job", "Post Office"
"I am sorry, Ma'am, but not replying to your letters is not a crime..."; it took me a while before I connected that moment with the Post Office, especially the part at the lake...
Some general tips for those who want to get Impossible Badge. 1. High contrast mode is your friend. It really is. Also, making player and items transparent and darkening the background should make things even more clear. 2. Experiment with cheats and handicaps. In particular, get Chillout Hippie setup as soon as possible (Pacifist Mode, No Death Bombing, all attack handicaps, all bullet speed cheats, both Extra Hearts). This setup doesn't work for every single level, but if you survive all 10 waves, you'll get at least one star; no perfection required. 3. Use Chillout Hippie setting on bosses; most of them are surprisingly easy on that, with the notable and appropriate exception of the final battle. 3b. You can purchase heart and shield items to add to the Chillout Hippie setup - contrary to regular enemies, bosses drop treasure and random powerups on timed out wave, and the score multiplier still guarantees 1-star score. Good luck~!
@Nippapanca: I heard it's common thing, not specific to Apple; apparently chapter 1 and 2 files are saved in locations not visible to each other, or some other technical mumbo-jumbo of that sort. I just saved the data file to my disk using lower-left buttons and loaded that in chapter 2 (I don't know what can go wrong with straight binary file, saved on Apple or not). Also, just to make 100% sure: you did save "End of Chapter One" from final screen, didn't you? I made that mistake initially, but used autosave to load the last scene from epilogue and saved properly that time. ^^" Have fun with chapter 2! ;)
Thank you, making everything come together is the hard part. I am glad I met your expectations.