Game works perfectly well with a controller (I use an X-Box compatible one), not so much with a keyboard. Hitboxes are wonky, and at one point the level exit just didn't work (level where you go left over a spike pit and a pumpkin). Would be more interesting if you could change magic after using it once.
The fullscreen option doesn't work if you don't have standard wide screen at 16/9. Mine's 16/10, so the far left and right of the game is outside the screen.
Good short game. Controls are mostly solid. It's a bit too easy to jump on an enemy and be inside the hitbox so you can't punch it, and the ledge grab is sometimes a little too sticky when you want to jump down. Other than that they're very responsive and feel right. A bit of Coyote Time is not wrong either. As mentioned, the second stage was a bit too grindy in the start with no real options for what to do. But other than that, I don't have anything negative to say. It's fun and delivers above what you'd expect from a decent little game like this (let alone your average flash game). Looking forward to a sequel.
I would like an on/off toggle for the autobuyers at the buy buttons they apply to. It feels a little off to have to go to a layer higher than the one you want to change the autobuyers for.
Decent game. Very simple, but had some surprisingly interesting combinations and strategies for its simplicity. Not sure how much the random stat gains on level up can screw you over, but there might be an idea to limit that possibility somehow. Didn't happen to me, though. I always picked whichever was the largest gain relative to the current stat.
Other than the ever so slightly twitchy controls (it was a little too easy to move too much by mistake), I didn't have any problems with it. Levels were reasonably creative that required some thought to them, and it never got stale.
I found the controls too sluggish to enjoy playing the game, and it's way too often you have to know what comes ahead before it appears on the screen. Those two do not mix well. Good effort; could use more polish.
Decent little game. The hitbox is a little wonky, and movement jerky, but functional for the low difficulty. The exploration isn't too annoying since you can backtrack reasonably quickly, and there are some shortcuts with new upgrades. And that's important for the genre.
Stopped playing when dying in the boss fight returned me to the stage before. Don't need that kind of artificial difficulty, especially when the hitbox is as it is. If I've cleared one room, it should be cleared.
Hi, thank you for playing and feedback. Just update the boss HP make more easier also spikes now more obvious and when fail versus boss, player will respawn near boss portal.
I find that there's not enough penalty for driving into walls. Since the fastest one is always followed, and that one always takes as tight corners as possible, it means those small variations inevitable leads to driving into those walls instead. Add that the original is never preserved, an extremely small population, and you frequently have them regressing. That's kind of the opposite of what the game should be about. Or any type of incremental game.
This game doesn't really work for me past getting Emrule. It requires having the game open, in an active window, for many hours. That's just not possible for me. If the idle part of an idle game doesn't work, the game's broken.
I'm having a bit of a problem with the interface. Options like the save/load files and the items aren't visible. They're kind of clickable, but it seems dodgy. Other than that, game's good as the other ones.
This comment is kind of fitting from somebody called AnotherDuck :)