VI. Aqua Fortis: (89 symbols, 78 cycles)
t,5,13;t,7,11;b,12,6;c,3,11;c,10,9;b,7,6;m,7,9,270,1,uodllcrrwwww;m,5,11,0,1,wrwclowwwwww;m,3,13,180,1,crrorrwwwwww;m,13,10,270,3,drrclluowwww;m,10,13,0,2,cluordwwwwww;m,5,6,270,2,2orwwwwwclww;m,10,6,180,1,olucdloucdll;m,1,3,0,2,cuodw;
Feel free to correct
Ah, this reminds me of Frontier from Armor Games. Although this one is much more realistic and interactive (with actual combat), the other one is superior artistically and in UI (seriously it's hard to see small white letters on a white map).
Er... nvm QWERT and pause as I've discovered in the comments. However, I think the UI could be improved: for example, I didn't even know there were hotkeys for unit types because it wasn't seen. I also dislike how I switch between windows when I am allowed to buy units. The switch between the fighting and buying needs to be a bit more apparent; perhaps just a sound effect when buying begins and end?
Also, a key configuration option would be nice for manually learning and adjusting the controls.
Nobody reads the ingame tutorial :(
Yep, I constantly receive different complains about the UI, and there's really lots of things to improve. I already added lots of things based on the players demands, but looks like this improvement process will never end :) However, I'll continue UI tweaking in my next games.
Ah, controlling an army is nice. Unfortunately, this game does not have a feature that allows you to automatically sort your units. So, formation is often for naught as you don't have much time to rearrange your units.
It's unfortunate. I loved the original game. This however, was muddle of steps that was most unbalanced by however way it was coded- it LAGGED and FROZE a lot. I think the school campus was a nice idea, but I don't like following every single student when I click on them; the screen whizzes around while I try to concentrate on their portrait. I would also appreciate a map, a mini-map if possible to not only navigate around the campus, but for backtracking on hunting missions. The quests NEED difficulty indicators. I can't always test if I am sending my students to a pillow fight or their slaughter from just the description or rewards (Give me recommendations or ratings like in the first game). Otherwise its too much of a headache to play through this broken game.
I've never found the agility stat useful; it never seemed to have let me hit more than once before the enemy. I would've liked a critical hit stat as well as after I found that I dealt enough damage to one-shot, two-shot, etc, I could only hope to hit high enough to avoid an extra hit. The game exponentially becomes easier after you've acquired decent enough loot and stat boosts and the knack to path through the dungeon's most rewarding or safest routes (tip: you can check what kind of loot is in the chests by clicking on them). In the end, I found fighting golems more devastating than fighting the actual boss.
At first, I guessed this game was about growing up and love because of the choice of items and the actions provided by the background characters, but it is more about family and friends. The gameplay doesn't mesh very well with the story as the cut scenes come after the long, dragged search for the hidden- becoming dull and not as rewarding as some would assume. 4 levels is a bit short, but having a bunch of items in larger map doesn't make such a core game as making several, well-balanced levels. It seems the way you make such large levels is that you simply put together a bunch of different small levels that would be normally fixed to the screen without adjusting angles which is why this game has originality in that case. All in all a pretty challenging yet not-so-difficult object, but I'm saving my 5/5s for bigger, longer-lasting games. That leaves this game with a good 4/5.
The art style, story, and mood all seem similar to an ANIMATION that is also from Newgrounds called "Snow Snow for Lucy". They are both about a girl who is without her real parents. (Review part is cut off.)
I'm not sure if someone posted this already. but...
1. What is the point of the march and retreat button?
2. There should be a command to make units aggressive or defensive.
Congratulations! You just won the Mobius Strip Badge and 30 points!
32 levels completed – Skipped levels do not count. If you skip a level, you will be given the option to replay it once the final level is completed.
Finally beat it.
Nobody reads the ingame tutorial :( Yep, I constantly receive different complains about the UI, and there's really lots of things to improve. I already added lots of things based on the players demands, but looks like this improvement process will never end :) However, I'll continue UI tweaking in my next games.