It was a really good game. The two main problems I had were: 1. I wish the pawns had an indicator of which way they were facing. I never knew who I could or could not kill safely. 2. The only way I found to beat the queen required me to move to a place where the queen could "check-mate" me, only she made a dumb move to let me kill her instead. I can accept that the queen might make a "dumb" move resulting from us jumping over holes in the board, but I feel like we should not need to jump into a game-over spot and "hope" to win.
As others have pointed out, needing to opt-out of hints is a bad design, worsened by the option being hidden. But if I understand correctly, even with hints turned on, one only gets a hint after they make a mistake. So if a star is awarded for no mistakes, it's impossible for a hint to have been used. Simply awarding 2-stars for a perfect play regardless of setting would pretty much solve the entire issue.
The game was fun. The frustrating thing I found was that I kept needing to remove my hand from the controls (arrow/movement) keys in order to start the round. I should be able to have my hands ready on the controls and then start. In other words, space bar or something should be an additional way to trigger the "go" button.
Don't think this is an origin story. More like a revenge story. We've been going around releasing PEOPLE from chests. Now we are going around putting OGRES in chests.
This was a fun game, but there are two things that caused me problems (not including clicking the wrong rotate). One was simply that the black background of text appearing below the character often made ground appear safe when it held only death (causing a need to sit and do nothing every time text appeared until it was gone). Second, the game could use a zoom-out or look ahead feature. At times there were blind drops that may be where I needed to go, or might be endless spikes with no real way of knowing. Also it removed big-picture strategizing. It reduced the game to what move can I do right now, rather than what is my overall goal and how can I combine steps to achieve it.
Glad you liked it overall! I suppose I didn't think of the first issue; I'll try to find a better solution to that problem in the next one. I'll also be improving the camera system and maybe changing the game dimensions in the next one as well.
As others have said, its a nice twist on the classic logic puzzle. The biggest issue is the 'X' button user interaction (pretty much every "wrong" choice I made was the game interpreting my click differently than was my intent). My next biggest issue is on multi-item rooms it was nearly impossible for me to differentiate an already found item from the remaining choices. After clicking on a clue I also did not find the highlighting of the related items to stand out enough (at least grey-scaling the background room pictures would help tremendously). Lastly I'll mention all the clues. The fact that there is way more than is necessary is one thing, but my bigger issue is that I often had to search too much to find unfinished clues. Since you don't allow people putting in wrong answers, a finished clue will never have another use. Maybe just delete them rather than leaving pages and pages of gray.
It's a really good game right up until the orb when auto-target keeps switching to attack the guy that can not receive damage (at the least there should be a better indicator of who is currently targeted).
In response to some of the "can't load game" comments. If flash is disabled this game "acts" like it is loading, even though it isn't. Make sure you enable flash and then reload the page.
The old saying of not seeing the forest for the trees, it would seem that applied to me on level 50. Only noticed it after I finished the game and was re-looking at levels in the menu select. Cute addition.
I lost a point saying that he was robbed of a lot of money. Apparently the truth is that he was robbed of an item that he planned to sell for a lot of money. I fail to see a distinction. He was robbed of large monetary worth. Claiming he wants it back for sentimental value so he can immediately turn around and sell it hardly makes sense.
Good game, but it needs a better indicator on the double block. When double block is selected the hexs are slightly larger. If one is watching closely as they click to activate the double block they can notice the increase in size. However, if one looks at the game and wonders, "is the double block active," it is really impossible to tell. One must remember the exact size of both icons and figure out which one is currently shown. I failed any number of tries because I thought the double block was active and it was not. Make it look like a button that has obvious up and down states; give it a green/red/bold black border in one state; invert color on click; lots of other options. Just make it easy to identify which state is currently active.
It would be really nice if choosing a skill was something other than the A button. I'm mashing that to attack when suddenly I gain a level, the menu pops up, and I've already hit A and made my choice before I even realize I have a choice to make.
xp from later legend fights is too small. Energy cost jumps from 12 to 18, yet xp gain does not make a corresponding increase. That means rewards for weaker fights are better than harder fights. This should never be the case.
Played through to the end of this game twice now. Both times I supposedly arrive home safely. Still haven't gotten credit for the badge. Not sure if it's a broken badge, but nothing to screenshot as it's just a blank screen with a single button that says replay. Specific choices needed in the dialog to end differently?
Several bugs. When I run out of water in the middle of a campaign and log out, only sometimes is my progress saved when I return (although I treat this as part of the Beta).
Also on Campaign, if I find a Better chest and at least 1 Plain chest, I always lose a plain chest on rewards (if I find 1 Better and 2 Plain; complete the map; I only get to open 1 Better and 1 Plain). Happened numerous times.
Season: some of my wins don't count towards the leaderboard. On 3rd season now and all 3 of them my shield count has been higher than my leaderboard shield count.
Would also be nice if when Unity freezes I actually get back my ticket or water drop. They gain too slowly to lose from freezes.
Also, with how slow water refreshes, we're always in the middle of a campaign. It's silly to not allow us to use different toons in Season without canceling Campaign.
Since you already rate our performance on a scale of 1 to 10, it would be nice to know what the target goals are to get 10/10. Among other reasons, the game doesn't mention whether we should be minimizing steps or minimizing boxes. They don't always go hand in hand.
Incredibly fun game. I do wish I got something extra when I finally managed a double-flip on one of the levels instead of the same half-second from doing a single flip. Still an entertaining game.
Thanks for playing. I will check out a way to implement this. Thanks.