You might want to make it so you can't touch the final boss once it's dead (I thought there may have been some secret treasure inside it, okay?). If you do, it'll throw out outside of the boss chamber and instalkill when you go back in, softlocking the game. Other than that, excellent game!
I actually didn't mind that it was a demo version, hey make ya $$$. What I DO mind it that it isn't labeled as such anywhere so players can make an informed decision beforehand. Aside from that, the playable part was pretty d*mn good.
I'm curious; why is there no "Courage" level? There's 'power' and 'intellect' (wisdom), you can reflect bolts of darkness with your sword, and your goal is to collect 3 golden triangles on each level. Seriously though, great game!
Oh one more thing, it would be nice to turn off xp flying towards the player at max level since it doesn't do anything for you anyway and would help with some of the lag on later levels. Sorry for double post
Game was a pretty solid shooter - up until that last set of levels. They were essentially a giant middle finger to anyone with less than perfect vision. Those green guys against the green background, geez that hurts. Buuut it looks like there are multiple people who seem to be fine with it so I'll shut up about it. 4/5 for the part I could play.
This would have been a really good game were it not for a couple of things. Passengers stand on top of each other so you can't tell which one is complaining about something. Clicking passengers doesn't always register and you won't notice until you look back later and see that same person standing there turning red.
Pretty straightforward, no pull-your-hair-out sections. With all those power-ups, I'd think the good ending would be that I became the boss of the dungeon. And funny thing is, I'd SWEAR I've been pk'ed by someone with that name in another game before
Good stuff. Loved the level design except for one thing: in two areas there are passageways leading offscreen that are too small to pass through. Please don't put stuff like that in your games. I combed every wall of every room TWICE looking for any secret item or fake walls to gain access to those passages. Otherwise great game. Eagerly awaiting part 2 (notes the main dev hasn't been on in 4 years). Well, crud, then...
One thing I REALLY would have liked was a another optional collectible that would mark the pits that lead somewhere else (much like the googles mark the walls). Otherwise, awesome game
Would have liked the option to know my score on a level out of how many points were available on that level on the level select screen. Buuuut, given that this game is almost 9 1/2 years old and I think MS has moved on from Kong *shrugs shoulders*
Nooo, I needs to get my revenge on that Daos ***wipe! Seriously though, this was amazing. Logical progression, tricky pixel-perfect platforming kept to a minimum, extra challenge for those who want it (not me), bosses that actually felt different from each other. Only real gripe I had was that the game crashed on the 4 slime boss (thankfully, my save was intact on refresh). Gotta admit, I didn't understand others saying they needed a map - I thought half the fun of MV games was finding your own way around (at least it was original metroid and super metroid, but hey, to each their own, I guess. Like I said though, real good stuff here, looking for more like this!
New version's up, the player should now respawn back in the final room if you die there (instead of at a pre-final-room checkpoint). Thanks!