The score requirement (80k in a single run) at level 2 is completely unreasonable and not at all in line with the other two. Not to mention that once in a while the game will start (and remain) totally sluggish, making the flight leisurely but, with the sun still setting at full speed, totally impossible. Playtest, fix the bugs, right now this very simple avoider is not worth much.
Hey, thanks for the feedback. We'll have an update out when the standalone game is finished that will address these issues!
For the 80k badge: be sure to focus on getting your multiplier up (don't collide with the squids or anything else or it resets!)
Badges don't award, there's no way to reset data, including the death counter, which is completely meaningless for the second playthrough, and some of the later levels are simply stupid tedious. The game is not hard, because it's very easy to figure out what to do, it's tedious, because the controls suck.
Instead of having three modes that only differ in the number of jokers available, you should just have one game mode with two jokers available and link the score multiplier to the number of jokers actually used.
Giants (golems, ents, etc...) are great, ghosts are terrible (immune to all except ONE type of tower when most levels have at least 3 different paths? Seriously?), homing arrows look funny, and priority targeting needs work. But all in all it's a fun and enjoyable game.
Kind of fun, although the commodities icons next to the cities with the little up and down arrows really don't mean much in terms of local prices. The combats are OK but not great. Particularly annoying are enemy ships that still do their full damage when at only 1HP. Combat could be automated solely on the basis of 'always attack the enemy with the lowest HP total' which, frankly, isn't the pinnacle of advanced military strategy. All in all an enjoyable distraction but one that could have benefited from some more testing and refining.
Items that are placed beyond late-game barriers in early game areas should really be shown on the map. It's annoying to have to not just backtrack to a previously explored area, but to have to remember to do so. It's a longstanding design problem in these types of games, and you should really have avoided that pitfall.
A word of advice for people trying for the hard badge: It gets easier after level 30, especially if you do your best to cling to cling to the ceiling. There are holes in the invisible walls and you can bypass a lot of the hazards that way (yes, the game is both badly designed AND poorly implemented.)
I was dubious at first, but the game is pretty solid. A few things though: upgrading stone throw does not improve its damage as advertised, I was somewhat disappointed not to fight the ninja leader as the final boss, and it's sad that just putting every point in defense makes you basically invulnerable. But otherwise, great job. 5'd.
I actually just tested it, the stone upgrade did improve my damage. Might have been something else, possibly a bug with the mini-inventory I just fixed. Also I slightly lowered the effect of the defense stat in the newest update, thanks. :)
I love how siding with one faction raises your standing with them only half as much as it lowers standing with others... on a good day. As long as you're consistent in your choices at least you can get friendly with ONE faction, but make a mistake or waiver and two opposite choices add up to a net loss on all fronts. After a while you just want to tell your character to shut up and stop making things worse. Every time this dude opens his mouth people hate him a little more. An he's the hero.
Fun game. The 'guards' would benefit from short-range repulsion among themselves so they're not so easy to kite into a single blob. I feel the game would be much more interesting if you marked the position of the artifact and an exit on the map, maybe opening the exit only once the artifact is collected. Don't let the player quit the current level at will but only through the exit, and put the shop there. Also allow for a way to pause the game so the player can study the map without being rushed.
Glad to hear that you enjoyed the game! The path finding on the guards is fairly basic, but short range repulsion does sound like a good idea. Admittedly, the current method of leaving the level by pressing space was just due to running out of time for the 7 day rogue-like challenge, so I will definitely look at adding exits to the game when I get the chance. Marking the position of the artifact and an exit might be a good idea, but I'll also need to balance the game a bit better to account for the shorter time it will take to retrieve the artifact, but the game really needs to be re-balanced anyway. I hadn't considered allowing players to pause the game to be honest, but it definitely sounds like a good idea. Thanks for your feedback!
After a few year of perfecting your craft you can swim in money and win the the competition every year with pencil scribbles on a piece of paper, but what for? There seems to be no overarching goal to accomplish. So then I just spent my fortune at the cafe drinking absinthe and friending everybody. All in all a realistic portrayal of the impressionist movement?
The game pesters me for more storage. Once I've said no 100 times, why do you think asking another 100 times is going to bring you? Besides that, the game is very bland. Fireballs are way too slow and far between to do anything with except camp in the middle and hope for the best, and there is no upgrade I could find to improve them, a glaring weakness in the design. The game quickly gets boring as there all the missions look and play the same. Not your best work.
Hey, thanks for the feedback. We'll have an update out when the standalone game is finished that will address these issues! For the 80k badge: be sure to focus on getting your multiplier up (don't collide with the squids or anything else or it resets!)