The training missions are just bad, man. Aside from climbing, all of them have problems.
For the running, you can be hammering on the Up key and he still won't jump, and with the inconsistent speeds of the balls rolling towards you, you can't even be sure your jump will land you on top of another ball when you have to dodge one.
Swimming will frequently wind up with you jumping straight into the sky without reason, and then dive down on the landing which means you can't avoid another obstacle that comes up.
And flying? Of all the training missions, this one is the slowest to level and the only one that times you down. The others will let you keep going if you're good enough. Flying basically has a clock counting down to when you finally go too slow and drop. Why? Especially when none of the others do.
I haven't played the third one, but if it's as bad as these training missions I won't bother.
Best strategy I've found is put your money into steering, fuel efficiency, crane boosts, and windmills. Glide low to the ground to get constant bumps from the windmills for free speed and altitude, gently steering to keep close enough to hit them when you dip back down. I covered over 3000m in a single throw using that method.
Sniper is the obviously best choice, the slot machine being your only way to unlock skins FOR EACH INDIVIDUAL CHARACTER is what you'd expect out of a mobile game looking to bleed your wallet. But no, it's just here because f*ck you spend forever praying to RNGesus.
I'd really go for more stuff in it, or a sequel. After 108 days with 1600 gold and a 4700 population, there's nothing left to do
It still rocked, don't get me wrong. But more please.
The minor thing I had is on the Ballroom Dance level, with the Acid Flask. The problem is that the f***ing physics of the game are not consistent. I've thrown the Flask at the same spot multiple times and the path the Acid takes is different many times, but the thing is you need it to behave perfectly if you want to gold the level. So making a level with what is essentially a dice-toss of a victory condition is a dick move.
The problem with the game is one primary thing and one annoyance. The primary thing is that every time you unlock a new tool to use, it voids the usage of all previous tools, whereas a clever game designer would make it so that you have to go back to use the old tools in conjunction with the new ones (thus making many levels not a single-shot gold victory condition) As it is, these are all practically tutorial levels for playing the community-made maps. If that's the original intention, that's lazy and stupid. If it wasn't the intention, it's boring and short-sighted.
What really bugs me is that when I want to change keys or do accidentals, I can't. I'm restricted to one scale at a time. Great songs have accidentals and have key changes, so why am I so limited here?
Dear xdanond
If you made a kickstarter for Starwish 2, I guarantee you would far exceed your set goal. A wonderfully crafted story that had me tearing up, particularly the hard as hell to get Perfect "No Wish" option at the end. If you say you need resources to make another, just say the word and we of the community will back you up.
With hope, all your fans.
Bloody fantastic game, with some surprisingly interesting characters. The conversation between Diane and Cocheta are really fun to listen to, and I love this driving/shooting mechanic, LOADS of fun. Please, make more games!
This game is simply fantastic; brilliantly designed and totally artistic, allowing us to project our own..... hey, wait, what are you doing? Stop reading the comments and enjoy this amazing game!
The trick is to get the feel of the song and get into rhythm. Yet, the bird proves to be a problem, particularly on the second part of mechanicastle. If you miss to many, your bird stops, making it impossible to get the next few, and you inevtiably lose more trying to catch up. Failing several times at getting to the final level pissed me off and I wanted to break my computer in half. Good songs, good graphics, good stlye. 4.2/5