I understand that the message is that the color of the heart doesn't matter, but it still would have been nice to have slightly different mechanics for blue or pink hearts, from a game mechanics standpoint. The game is very short, and doesn't take full advantage of the options opened by the polyamorous levels. At times, it felt like the game was just a pretext for the message. The lonely level is a prime example. But overall, it's OK.
Great feedback! Yeah, this game is definitely all about the narrative so I chose to keep the level count short. I wanted to make sure everyone at least had the chance to get to the end, not to have too many levels. That said, after seeing the kickass reception to this game I want to eventually release a mobile version that has more content and explores the mechanics more fully. Anyway thanks for playing dude!
The low number of levels clashes with the high number of different units. Right now you've created a system where battle number is completely meaningless, since the difficulty of each battle is nowhere near constant. Forcing the player to repeat battles 1-4 before they can attempt each boss fight is silly, and the game feels overall needlessly grindy. That's really too bad because the battle system itself is sound.
Excellent game. I like how almost every level introduces a new element, keeping the gameplay fresh and exciting. And the controls are excellent. Very well done!
I would love to try your game but it's restricted to Flash Player 11 or higher. Unless you're using FP11-only features, it's probably just your compiler default settings getting in the way.
"This Kongregate game requires Flash Player version 11 or higher." Does it _really_ require it or you just compiled with the default option, which is "force user to upgrade their flash player even though it's not actually needed"?
This game is fantastic and I'm a bit disheartened that it's not getting more love. The gameplay is fantastic, past the (slight and totally manageable) learning curve. One complaint: I wish you'd have explained that all classes can be specced to do the same thing but commandos get 3 bonus AP no matter what, I feel robbed. (3 AP is 25 levels dedicated strictly to raising APs, a HUGE bonus!)
This is actually something we intend to change for the next update - other classes get HP and AP bonus as well, but the 3AP for commandos are too much, we agree.
We are reworking this, as we type.
The 'learn to fly' challenge is an absolute pain, mostly because the ceiling is as much of a death sentence as the floor, and the player has barely any control over height. When it would be strategically a good idea to spend a hit to prevent the geek from hitting the ceiling, hitting is disabled. And of course, when the geek comes crashing down meteor style hitting is disabled as well. These two factors make the challenge a pointless exercise in frustration. Please fix.
How many times do I have to refuse to let you use my hard to store your files before you'll actually take the answer. I said NO!
(and just for that: 1/5)
Having a sack over your head should make you immune to the oh-so stupid medusa gaze attack. Unless you think that insta-kill attacks are somehow fun? (Spoiler: they're not)
BUG - Game window is bigger than it has any right to be. If I have to scroll to see what's going on I'll vote 1 and move on while I'm down there. Don't say you weren't warned.
I completely agree with Void_Locke. The ending was such a disappointment, especially when you had dropped so many (obviously unintentional in retrospect) hints that it might all be a setup to make you free the hounds. Oh, and having to click the triangle symbol in 'From sun to soil' was such a cheap shot...
So much backtracking for such a linear game, and it's not always clear where you're supposed to be headed next. More than once I was out of main quests and there was nowhere obvious to go. The worst was after getting swim. You should indicate that the player is supposed to go way back to the northern checkpoint and swim west from there. Also, the teleportation gimmick at the end to make the player do the same cave twice was stupid and pointless. People, in the last cave, DO NOT TAKE THE LEFT SIDE STAIRS, THEY TAKE YOU BACK TO THE ENTRANCE! But you can bypass the "kill 20 red slimes" quest if you just swim around that island. The maze is crap, the game could do without it. Remove the poison mechanic (it's crap) and balance the monster HP. The map is way too small to see anything worthwhile, and the layout is totally unnatural. If you give the player the ability to swim, let them swim for F's sake! The book mechanic is pure player hate.
Great feedback! Yeah, this game is definitely all about the narrative so I chose to keep the level count short. I wanted to make sure everyone at least had the chance to get to the end, not to have too many levels. That said, after seeing the kickass reception to this game I want to eventually release a mobile version that has more content and explores the mechanics more fully. Anyway thanks for playing dude!