I have finished the game and i have to say it was a lot of fun. still haven't figured out number 18 though for some reason, but hopefully i'll figure it out eventually. 5/5
I for so long just assumed that if you pushed a block too close to a wall that you screwed yourself and needed to reset. i didn't find out till the last level. man is that super nice.
Beat the game which was fun. still not sure how level 24 works, i just made a few guesses to try and see if i found a pattern and got lucky enough that brute forcing from my initial guess wasn't too tedious.
Speed and healing were the only upgrades that mattered all that much to me. after getting a just a point or two of extra hull, everything else felt superfluous. cargo hold made it so i didn't need to go back to port as often, but that wasn't a huge issue for me past the first 2 upgrades and i even reached a point where i would be out of fish before being out of cargo space which was infuriating. Bass are a way harder fish to catch than swordfish. I believe the first swordfish i caught was at the same run i caught my first koi. Fish upgrades were cool. i think one of the cool things about the multiple fishers is catching multiple fish at a time, but when you get to fishing things like bass you really want to be focusing on a single fish if there was a toggle for the ai that switched it from multi-target to single target that would be nice. 5/5 keep up the good work.
Thanks for the thorough breakdown! That really helps me figure out how to finetune this. I think a couple of those points will hopefully be addressed with just a bigger map and more fish so that you aren't getting fish-blocked so much. I still think that's great feedback because in future maps I can make sure that doesn't happen. One thing I like about this game design that I didn't foresee was the interplay between hostile and non-hostile fish. Unlike say, Diablo which is all combat, with this game I can provide movement challenges (like bass) and combat challenges (like swordfish), and players may end up being better at one over the other, so I'm excited to play around with that concept more.
I appreciate the levels that teach by letting you discover the mechanic of the games. i usually prefer puzzles games with a bit more difficulty but i still enjoyed the game.
finished the game. didn't bother exploring level 17 and just assumed it was a memory test and brute forced it. i also didn't know until i finished the game and went back into the tutorial that the shift key did something.
Having now completed the game i will say that i liked it much more than the first game. the difficulty was much better. i'd personally like a touch harder but i would understand if others are of the opinion that it's perfect as is. I personally found level 12 to be the hardest. i think the most difficult levels in general were the ones where there was a single color and the real issue was figuring out which ones not to move. I think i recall a few multicolored puzzles that were like that but the monocolored ones made that type of puzzle more pronounced. To be clear i enjoyed these puzzles, these were just the ones that i had a tough time with that i enjoyed.
Thanks for the great review. I'm cautious to go harder again as I don't want to put off some of the players. Maybe I should release a seperate "hard pack" for players like you :) I already have a few levels I took out of this because they were too hard. Level 12 is one of my favourites and I agree it is very challenging (despite looking simple). When I was testing the game I took it to a party on my phone and asked people just to try that level ("can you make a circle?"). It was hysterical watching how frustrated they got, everyone had it up on their phones in the end trying to make the damn circle.
First: This is one of the best games i've played in years. I would try to write in length about why i care so much about it and how it resonates but there is a character limit for comments and not a high enough one for me to do this game justice. One issue i have is that i cant seem to get the "missed" ending. I am a competitionist and I've played through the game almost a dozen times now and still cant. I looked up guides on how to get it and after following them i still get the "forgive" ending. I don't like the idea of having to do trial and error given how many times i'll end up getting the "forgive" ending, the first time was bad enough. I wish there was an option to cancel your plans at the door when you are about to leave and may talks to you. on my first play through i missed the message about the noises from the other room (0_0), but as soon as i she started talking i saw where this was going and wanted to stay and talk about it but i couldnt. 7/5, more than a perfect score.
I enjoyed the game so far but from the looks of things i beat the level before i unlocked a decent portion of things such as lion rider and dragons. A few things i noted while playing. the beginning tutorial is nice but it should probably mention something about the towers and upgrades sections. the tutorial was explaining everything as it was unlocked so i assumed it would let me know when there was something in either of those that would be relevant, but it never did. also the tower icon was so dark that i thought it was blacked out and therefore needed to be unlocked for most of the game and didn't actually end up using it much.
Thank you aholder7 for your feedback. Much appreciated. There were some features/buttons I should have excluded for Chapter 1 as they are not yet unlocked, but would be in future chapters. I will remove some of these buttons to avoid confusion in the next upload. Thanks for the feedback of the tutorial, I will add to it to provide further details as well. I'll also look at changing up the Tower icon. Thanks again for the feedback!
Finished. 5 deaths, but I only realized there were upgrades after death 3. Here are my 2 potatoes on a couple things. First I would suggest organizing the upgrades a little differently, namely by cost so I know which ones I can afford. Also make it so that better versions of an upgrade don't show up until after you buy the previous ones. That way there are fewer upgrades to scroll through. Speaking of upgrades I found that most of them weren't needed. After fibrous potato, tasty potato, coffee, and longer handle I think you can feed the ogre faster than his bar drains. This meant that the game was over. I knew that baring some sort of crazy event not yet seen, I would never lose and it was now all about grinding premium potatoes until I got enough gold to buy the slayer (good one). Which made the rest of the game feel very tedious and lose all of the tension and suspense that made the game fun. Overall it was good and I look forward to more games. Solid 4/5.
Those are good suggestions. I will keep them in mind for the sequel and even for my next upgrade related games. I agree it gets tedious and grindy, and I will take care of that for the sequel, but I can't change it in the current game because I don't want to be unfair to the people in the high scores. How about trying the zero deaths challenge? You don't need to grind for the legacy upgrades and it can be done in under 20 minutes. xD I'm glad you liked it. Thank you!
I played through the game a few times since it was pretty short and because i wanted to see if i could improve my score. After doing so I have a few things I wanted to point out. while it is in the instructions section in kongregates sidebar, it was never specified in game that each item on the cliff did different things when fed to the dragon. I expected something along the lines of each growing the dragon by progressively larger amounts but i didn't realize at first attack was based on wolves and that sheep actually did nothing for growth really. Another thing that confused me was the level progression. each continent had a strong champion to defend it's princess of which the tree one was by far the most interesting and difficult. but then each land had another level that was pretty weak comparatively. then the final level is barely a fight. Overall there is a lot of good content in the game and I would love to see more. but i think more could be done. 4/5
I finished the game and I will say that I enjoyed it but there were a few aspects that I disliked. do to the number of people having issues with the key bindings you may want to point out that you have/added an option in the pause menu to switch them. maybe i'm the only one but i also disliked that the character rotates around their head and not the middle of the sprite. I think with the game so based on rotating the screen to land on safe areas it would be nice to have a minimap/map in the pause screen/draggable screen. there were plenty of times where you need to jump to your death just so you can find out if theres a safe place to land that way. I thought many of the levels were well put together. overall good game. I hope you make a fantastic sequel.
Hey, glad you enjoyed it! I agree with those points about rotation and visibility, and I'll try to find better solutions to issues like these in the next one. :)
I love the game and i've been waiting for the sequel since i played aisleen. but i am getting annoyed that i can't find the 14th ending. I only have 13 and am at a loss for which one i've missed. It's becoming infuriating. 5/5 stars though. I had a lot of fun.
it turns out that I miss clicked when I tried to equip the first goblet because I didn't pick it up. So I assumed that this meant that it wasn't equip-able. Long story short I've been grinding the last level of the game for like 30 min so that I can try and "unlock" the top 3 slots of equipment. Game wasn't terribly difficult even without the goblets. I only had to use the pause feature on the last level so that I would attack the shield unit before the poison unit before anyone else as my attack speed at that point was fast enough that just if i didn't pause i might not click one in time.
Beat the game. probably could have done the last level without using all the blocks but i decided not to risk it considering how annoying it was to repeat the level. on the extra level right now and im not quite sure how to proceed.
I finished and I have to say that I really enjoyed the game and I wish there was even more for me to play. Great job to the dev, its fantastic. to everyone out there that might want a hint hint hint hint: you've been warned. know that each arrow key does something end hint hint hint hint. for some reason I didn't realize that, which made 2 puzzles impossible.
So i'm not sure if i am missing something or if i simply built myself into a corner on this one. I am currently trying to get the 600,000 K map (also not sure if im in the minority on this but i prefer 3 digits then letter not 6.) and in an effort to get the most money i could i was building steel plants as they were cheap, easily upgraded and made a lot of money. I found out quickly that having negative production in iron (or other source materials) doesnt reduce how much production you have for buildings that need them. so i filled the entire map up with steel plants. Since the only way to clear buildings is for me to wait for the trader to come and then hope they have a "remove building" for sale so that I can slowly build up a higher producing resource. So it looks like i'm going to be here a while.
Thanks for the thorough breakdown! That really helps me figure out how to finetune this. I think a couple of those points will hopefully be addressed with just a bigger map and more fish so that you aren't getting fish-blocked so much. I still think that's great feedback because in future maps I can make sure that doesn't happen. One thing I like about this game design that I didn't foresee was the interplay between hostile and non-hostile fish. Unlike say, Diablo which is all combat, with this game I can provide movement challenges (like bass) and combat challenges (like swordfish), and players may end up being better at one over the other, so I'm excited to play around with that concept more.