In the piece shops screen, if you click those 3 arrows in either direction, it scrolls way faster. I couldn't have been the only one to not notice that. Right? Maybe not. Well, either way, there you go.
This game gets too player hostile, right about the level where you have to jump over the flames and back under. The game was fine and playable as a silly platformer in all levels prior, but that level seems to highlight just how unplayable this game is as a challenge game. You don't keep momentum, it's too hard to control how you wall jump, and you can only cling to wall for a short period of time. The controls make the game feel player hostile, and after a certain point, I just didn't feel like the deaths were at all my fault, and I didn't want to continue. I enjoyed the game for what I played of it, but a sequel will be much more successful if a lot more effort is put into making the gameplay more fluid
I mean, it's not flawless, but the biggest issue is the Hero perks not working on sentries. I always used my weaker archers to train them faster, so I pretty much had no incentive to upgrade anyone to be a hero. I could understand having a hero be leader on waves you feared losing so they had the perk, but otherwise if they had their perk, or at least a weakened version of it, the game would be a lot more satisfying to upgrade
Huh. The game isn't actually on a grid, it just snaps pieces into place. If you move the mouse quick enough and suddenly drop a piece down, it won't be placed on the grid. Had some fun with that, but haven't done anything entertaining with it yet. Have a go at it if you think you can get some interesting glitches
I liked it. I notice that 'on' overrides 'off' when there's just a connection between two wires, with no other component between them. Essentially this makes all random connections the same as an OR gate, so there's really no reason for those blocks to exist, other than adding a bit of clutter. Nonetheless, an enjoyable little puzzle game, hope we can see more in the future
So, minor complaint, the OFFICIAL PAGE button under the options goes to another page on the tab you're using. So if you click it, you'll have to reload the game. And in my case, since I checked looking for a controls list in the middle of a game, lose any progress you had in a round.
There really needs to be a way to check if a current condition is neutral, as in not faster or not weakened. As is, I have 2 skills that each buff a different stat. I want to use each skill whenever the buff it controls runs out. With the current set up, there is no way to do this... I can either set them to run on no condition, where only one of the two skills will ever be be used, or just set it to random and hope for the best. Please add this, it's becoming a rather noticeable scar on an otherwise well designed game.
I gotta say, I really liked how each enemy had their own, unique personality. You don't see many games today where the enemies are more than just targets. Also, that most upgrades give a slight graphical change. I dunno, it's the little things for me. Other than that, still a great game
well, this is the first game i died over a dozen times in the credits :P
anyway, control feels a bit stiff in the water (specifically turning), but overall i enjoyed it. didn't like the parts where you died by going where you weren't supposed to, it isn't always obvious. maybe color the area differently or something?
Good lord that was frustrating. But I guess the title makes sense... Anyway, underrated puzzle game, though some seemed kind of random and therefore were annoying to guess through, while others (like the + and H pattern levels) I couldn't figure out any real pattern, and only eventually got lucky. Still, kept me entertained, I'll say that I liked it. Also, why 39 levels and not 40? So much metrically nicer looking...
The problem, michan, is that the game IS boring. It uses no talent whatsoever to play, and the energy system only makes you wait to play. It's the same dirty tactics farmville and equivalents use in order to make people want to play (the whole 'want what you can't have' principle) and you end up sinking in actual money in the game to play, despite the minimal effort that went into it. The concept was a nice joking reference to the NES years, but that doesn't count for much.
I feel bad for him too :C He's so misunderstood.