I found the game incredibly difficult as well, particularly around the middle of the stage where the game seems to actually get faster as you go. Adjusting the difficulty settings doesn't seem to save (setting it to 'slower' resets back to 'normal' as soon as you leave the options menu. Perhaps you could also add a little prompt (say, 'press space to begin' or something) when a stage begins/restarts - would keep from dying in a level and then immediately dying 3 or 4 more times from running into something at the start of a stage since you probably haven't even realized that you died for a second or two.
Thank yu for honest and detailed review. I was working for the last few hours on implementing new features and fixing old bugs. I accidentaly put wrong variable for speed in code and it is now fixed. Also, acceleration was supposed to make gameplay more challenging, but now I am planning on leaving it only on Original.
Liked the art style and the music was pretty enjoyable too. My only thing is that I absolutely cannot figure out how to pass level 7. I don't seem to be able to move my guy without plugging up the exit with junk first. Other than that, pretty difficult in a good sort of way.
I usually love these, but for me, the case this time was kind of weak. SPOILER As soon as you find the pamphlet, the whole case becomes immediately obvious. Just my two cents...
Game had promise, but an over-reliance on blind jumps kind of kills it for me. Also, stuck on the 2nd cavern stage at the pit with the four snakes. There doesn't seem to be any way to proceed if you end up there.
Well, that sucks. Not the game - that was awesome; what sucks is that this didn't get WAY more love. If this does ever get developed further, may I suggest Fly Woman be weak to a thunder weapon (because of bug zappers) and her awarded weapon is the Hornet Cutter, essentially an 8-way shot like Metal Blade but can cut down trees as well (to reveal hidden stuff).
Big middle finger to that cloud stage boss. I get wrecked every time that thing shoots because those yellow(?) bullets against that white background stand out so well.
Maybe it's just me, but I don't think I should even see the reload on a weapon called 'super machine gun', it should be so fast. As is, the enemy basic MG shoots faster than my super does. And WHERE is my beloved virus cannon from the last game, anyway?
Good start, but, I'd like for the sheep icons to be bigger. Plenty of times, I thought I was sending out a medium sheep, but it turned out to be a small one, wasting that turn.
Enemies are moved offscreen to the upper left when killed, BUT they can still shoot at you. Also, my guy moves waaaay too slow avoid shots from the big guy.
Thanks for the feedback. When i first made the killing system, i din't know how i would fix this bug, but now that i discovered the solution, i alredy made 18 levels and is boring to copy events over scenes more than 10 times, but i'll solve it soon.
They should have autopaused the game or something when that assistant was talking. Was too busy dodging to see what was said and if it was anything useful or not.
Journey In The Dungeon (part 2/2) As far as I can tell, if you choose the blue and green guys, the level can't be finished. Neither of them have a skill or other means of crossing the narrow gauntlets with bullets blocking the way.
Quality of life thing - if possible, add a way to customize the keys, especially in one-player. For me, using Y and U felt weird even though it may work fine for other players.
Great start, keep at it!
Good observation! The idea is for the player to discover the best pair of characters to pass the level. I will try to make a way in which it is possible to beat the levels with any pair of characters.
I'm working on the button customization system.
Thanks for the motivation! Thanks for the comment.
Journey in the Dungeon (part 1/2)
First thing, you may have done yourself in already by releasing the game in batches. If players perceive your game to be 'incomplete' at release, they probably won't bother coming back when new content is added in. I've only seen that strategy work on games where the players come back naturally (mmo and idle games). Honestly, I'm not sure how you get players to come back after a major update, or even IF you can get them back.
When playing a one-player game, if one of your guys dies, you may as well restart since the player can no longer do the rooms where once guy holds the door open for the other one. Perhaps allowing resurrection using the hearts (like in two player) could help alleviate this issue.
Thanks for the brokeman11 idea, I will make the batch system because of your feedback, thanks!
You can also use hearts in single player mode to revive. But I will reformulate the idea.
Thanks again for the comments, this is very important to me.
Thank yu for honest and detailed review. I was working for the last few hours on implementing new features and fixing old bugs. I accidentaly put wrong variable for speed in code and it is now fixed. Also, acceleration was supposed to make gameplay more challenging, but now I am planning on leaving it only on Original.