This is solid. Roguelites are a soft spot, always have been, but this takes a very simple premise and delivers. A bit of resource management/idle undercurrent to it, but at the core of it, the player still has a lot of control of the outcomes. Fire set kamikaze does help you push farther when you have some spare time in the bank. Fire4/Wind2 is a really good match for tearing through later stages. Berserk and Arrow barrage are wonderful. As much as there is an element of "on the fly" have a basic plan. The skills heavily influence where progression is best and if your run is stonewalling, you can always backtrack and try to nab some passive bonuses before the end. Game was fun. A very simple concept performed very well. Cheers!
I'm glad you were able to pick apart the game design like that :) You're right that even though it comes off as an RNG looting game, the player actually has quite a bit of control over how they make it through the map. Great breakdown of the systems and thanks for playing!
Short but cute. Delivered on its premise. Liked the acceleration and the humor that resisted getting overbearing or interfering with the concept. It's worth the 5-10 minutes. 4/5
For those of you still coming back because of the awesome replayability, strongly consider buying the game on Steam. It's HUGELY updated. Like, a whole new game.
Not sure I really enjoyed the last puzzle, but otherwise fun. The hints didn't really seem to do anything useful, didn't bother with the note-taking system. Like sudoku, each new "rule" is a hint and makes it easier. By the end the puzzles just fall apart. Except for X which was not a challenge of sudoku, but rather "guess what the dev is thinking." Still 4/5 for making a pleasant diversion
Biggest tip for hardcore: You can checkpoint teleport to bypass rekilling. Get the super knife as soon as you can three hit the blue skulls. Super knife brings in exp from entering rooms of enemies you've killed, so once you get that you've got your win. The checkpoint thing is the big one, though.
Not entirely sure it even constitutes a game, sadly. You click specials and click-drag upgrades. There's no other gameplay. Lots of lag though, which is actually amusing. You can go flying, twisted over backwards, into a massive group of people until, your spine twisted in a pretzel, you shuffle back through a hail of gunfire. Gotta at least let the player control the aiming if you want more than a 2/5.
Game isnt bad, but I do feel like there are several parts that crutch on the artificial difficulty of arbitrary precision and poor visibility. Still, solid and it reminds me of the times gone by and Kong's glory days. 4/5
Energy bottleneck was already the most irritating and flawed point of the game. Why update it to make that bottleneck even worse? If you dont like that there's only one way to progress, don't ring the neck of the method, add in additional ways/boost the useless majority.
The ironic use of "checkpoint" when you mean "absolutely not a checkpoint" is tiresome and the controls are abysmal, but it has some potential underneath all that. Have to give it a 2/5 with the checkpoints nonfunctioning and not being able to see ahead--a fine mechanic if it doesn't set you back as far as it does
Moody soundtracks do not at all make up for what amounts to a painfully slow and utterly unremarkable experience. The graphics are nothing to note, enemy variety/weapon variety is nil, the movement/gameplay is slow and clumsy, and the UI is cluttered and extremely unintuitive. I cannot help but think I played a better version of this with the old Boxhead games 10 years back, and frequently since then. Does seem like the basic platform could have potential, but I'd be remiss to give it more than a 3/5
A better experience than Fallout 4. And I didn't even dislike that game. I've always thought ponies (cartoon or otherwise) were useless little beasts, and I certainly have no great love for the show, but the gameplay in this is stupendous. High replay, massive depth, tough-yet-fun difficulty, almost all the charm of Fallout and a depth of its own. Some bugs (ant nest quest that can't complete despite completing it, etc) and a few lag issues (particularly underwater and against Alicorns), but that might be on my side. Seriously, this is on par with something Bethesda might make, and easily worth a significant price tag. Given probably a dozen games a 5/5 over the last ten years. Now two in the last month (this and World's End III). Cheers, Devs.
Short and fun. Finally one that avoids the spawning issues common to the Zunderfury-type games. The difficulty curve slides in reverse, however, and by the time you reach the boss, there's nothing that can really challenge you. The survival mode could use some work. As it stands, it's an exercise in patience and watching pretty colors explode across the screen. That being said, it's a solid 4/5 for what it is, a frenetic (if forgiving) little bullet hell.
Would appreciate the game much more if the API functioned and it defaulted to keeping track of progress. It's not a bad game, but it's hard to mess up sudoku/picross. Would prefer it specialize in one angle instead of layering a bunch of symbols, but I can see the idea. The control system is pretty unresponsive, however, and the symbols could use a tooltip. But the biggest complaint is the API/non-saving BS.
Games like this are far too few. Seriously, to the Dev: you/your team are absurdly skilled and this series is the best of its ilk, and not just on this site. The writing, the variability/replayability, the hidden things and attention to detail... if it were a bagel, it would be one freaking great bagel.
Lots of potential parties can be found in the comments so I won't waste time on it beyond saying warrior/mage/healer is effective. The key for that early game hump is exploiting the piss out of elemental advantages. The danger-level system is just a guideline, and you can rake in good items/xp early on by abusing it. Reaching max level in timeframe isn't difficult, so no need for Intensive Training. Hardest part is the reroll screen, after that it comes down to familiarity with skills and knowing which enemies to avoid. Late game farming for gold/skill points and being able to layer every blessing, a mercenary, and potentially several other NPCs/effects make the last boss a bit of a breeze.
I don't really get the difficulty complaints. Don't think of it like a castle defense--it's not. It's resource management. Check the tutorial to see currencies. Prioritize gold income(Started with 1 tree lvl2, 1 lumberjack, 1 gatherer lvl2, cabin up), only grab fishermen at around 40 fish. The final sweet spot for lumberjacks/cabin/trees/lumber skill is around 7-8 (definitely 8 for tree lvl). 5 and 5 for gathering. 4 and 4 for fishing. Dragon stays 3 if you're going for hard badge. Environment's last upgrade to win is 40k. You'll know way ahead of time if you're on course.
Perfectly explained! Hope to make a more complex environment in the sequel next year. Will add some dwarf miners and dwarven army too. With absolutely needed level selection so that everybody can enjoy.
Arrow keys, as mentioned, are a no-go, but it's an interesting sort of puzzle game. Sort of like a "spot the difference" but with replayability. Maybe a timer to give some idea of when we'll run out/how our score is going? An awards screen for different sorts of achievements? It's a cute little game
Thanks for the review! I'm trying to find out how to prevent scrolling - so far, nothing. :(
I'm glad you like the game, and there is a timer, well, a bar actually in the bottom of the screen. It may be hard to see but I will try to make it more visible in the future. Also, your idea of an "end" screen isn't a bad idea. Thanks for playing!
I'm glad you were able to pick apart the game design like that :) You're right that even though it comes off as an RNG looting game, the player actually has quite a bit of control over how they make it through the map. Great breakdown of the systems and thanks for playing!