Spent countless hours on this game although my playtime pales in comparison to others. Will never forget playing this while listening to smooth jazz chillin on weekends; really helped me find peace and relax
What makes this game great is that you have to earn the ability to jump, attack, etc.. Abilities are taken for granted often in game design and the aspect of growth was very pleasing. 5/5
Levels were fun and intuitive until the last one. How are you supposed to tell that you pick the directions of R, E, D, and RED without any visual cue? Even with the hint it didn't make sense until I scrolled down and looked at the developer response to ijarcol. Bart, great game, but I would like to see "R" under 2 (even at the bottom), "E" under 3, etc. or at least SOMETHING to indicate that the sequence comes from something. It's definitely better than aimlessly clicking until another bar comes up
A refreshing take on an old genre. Would love to have seen level ups go further, even if it had to be randomized stat gains. Neat ways to chain talents against enemies too; the beam shot with ricochet against a shielded enemy while bullets absorb 1 enemy bullet creates a brief period of everything around you dying and not getting hit...might have even been better with some knockback. 5/5 game easily, favorited
These are the kind of flash games I remember from days of yore; simple concepts well executed in an aesthetically pleasing package. yes, I know, A E S T H I C. anyway, 5/5. Rarely feel that developers put this kind of effort into games anymore thanks to everyone jumping ship to make games for Steam
Glad you liked it ^^ Browsergames changed a lot over the years. It's not just because people want to make games for steam, it's because hardly anyone can make a living developing browser games any more. I thought about trying that but I want to create polished experiences with a sense of exploration that don't try to make people come back indefinitely for the clicks.
As someone with "high IQ" I'll say that IQ is overrated as there are high school dropouts with IQ's >140. That being said, this game does not require much intelligence as several levels have functionally equivalent switches, and when you get 3-4 moves out of 6 possible *unique* switches, there really aren't that many combinations to pick from. What keeps this from being a great puzzle game is that it can be brute forced for the aforementioned reasons. Still, nice presentation, and entertaining enough for 30 min. 3/5
It would add depth to be able to level up the subjects that visit to get more rewards, banish people besides the wizard after rejecting them several times (madame abeille, looking at you), and see more development of this game. Updates? 5/5 rating for such simple and fun gameplay
"Congratulation you won"...I love this game but some proofreading would have made this 11/10. Guess I'll have to settle for 10/10. Always enjoyed this series.
I'll bet once I can see the patterns to look for to set up the spell combos, this game will be great...except I'm not seeing them. What can seem like a great idea can turn into a puzzle nightmare which is what is seriously hurting this game's rating. Needs a substantial difficulty fix...more spell combos? a more in depth tutorial?
This game is fun at first but there's always room for improvement:
1. How about an upgrade to prevent balloon slow-down if using the rocket
2. Because of the balloon slow-down, the total objects upgrade becomes a blessing and a curse in the later game...how about flying mines?
3. How about a purpose for firing an armadillo thousands of miles away?
4. Maybe the screen should zoom out as the armadillo moves faster.
5. The late game almost exclusively depends on thrust/recharge rate and becomes a grind while hopping from mines to springs
of course, every line indent I had was lost thanks to kongregate's formatting. this is a line break test, if you see 'br' in brackets, then Greg needs to make comment formatting, ffs
While it's not fair to criticize the control accuracy, it is legitimate to call for more of a challenge and more unique gameplay. Calling board clear events 'rounds' and having vibrant colors can only take you so far before the difficulty scale makes the game boring. Also, I agree that colors should be removed from the "cannon" so you don't get fed up with trying to get the right color. Rated a 3/5 as is, but this game has been rehashed so many times that I don't think you will be able to come up with something new that I haven't seen before.
Pros: Nice aesthetics, solid control mechanics, decent music for the type of game this is
Cons: Slow difficulty scale, tedious end-of-round color cycling, lacking something original/creative to innovate gameplay
Great first game! Remember: don't get discouraged by criticism! Make the most out of it and ignore the morons...
I too have got my ball stuck in the wall. How?
Also, the paddle doesn't change the direction of the ball. At least you have most of it working though; props for that in your first game
The reason why I don't like this game is that it has a high entry barrier. I finished the tutorial no problem, but can't seem to do better than 7th in any of the races I tried.
This needs a ranking system so old players can't stomp over new players constantly. I will never play this game again unless I feel like I have a decent chance at winning
Hey, sorry about that! The game tries to pair people up based on their skill level, but I think I can do a much better job with it. I have some changes for the matchmaking system planned for 1.3.
The game had a great premise and the core gameplay was fun, but the execution of the idea by the developers was poor. You'll see what I mean when you can get all the 1st part side quest treasures in one map, sea turtle is sometimes incorrectly labeled as deep squid in the bestiary, and there is no game completion dialogue even with 100% artifacts. Don't even get me started on all of the spelling errors. 3/5: needs significant improvement
Glad you liked it ^^ Browsergames changed a lot over the years. It's not just because people want to make games for steam, it's because hardly anyone can make a living developing browser games any more. I thought about trying that but I want to create polished experiences with a sense of exploration that don't try to make people come back indefinitely for the clicks.