Great puzzle game. Could do without the jokes between levels. They aren't very funny, and they are poorly proofread. The jokes distract from the quality of the game.
only complaint: the deatdice bounce too high, and too many tines. they become too much of an obstacle to the constant frenetic movement that makes the game so fun otherwise.
After playing through the whole thing, and every mode. I have one suggestion:
When the player goes on to Episode 4, give them the heroes that they developed. It seemed like all theat development time was pointless, since I just got fully decked out characters at the end, no metter what I did earlier. Also, there were some skill that I didn't buy because I didn't want them, especially for the Orc. It annoyed me that he was now suddenly using different skill, and functioning differently than he had been 30 seconds earlier during his own campaign.
Otherwise (as I already said) great game.
I'd like to see more from you along these lines, perhaps the next game could have a wider variety of equipment to buy.
I don't get the point. It seems less like a puzzle and more like a building sandbox... Okay, so I keep making reefs, but how do I do it well, and how would I lose? Needs more instruction.
I got annoyed that every time my stick man died I had to redo his directions, rather than just modify what I had already tried, so I quit without getting very far.
too much on the screen. when I die because I can't tell where I am, that can get frustrating.... The player should never loos track of their avatar because of the business of the interface.
I get that, and that works fine if I can choose to have some mages that don't take a specialty. However, if I have a section (in a small level for example where I already have lvl6 mages of all four specialties, it is not possible to put down a lvl 3 mage who doesn't screw up one of my other mages. It just seems a bit silly.
There should be some way to choose not to give a mage any specialty at all when advancing to third level. It wouldn't be a problem except for the rule that when a creature has been given a condition, a stronger version of that condition will not over-write it. This means that if I have a spot where Ive build up some mages with specialyies, and I have a need to put a new mage in front of them, I have to choose a specialty for him at level three, and ruin one of my specialists down the line. I don't know if you intended that to be part of the strategy, but it seems like it shouldn't be.
Other than that, everything is great, keep up the good work.
Would have been great except for the punishments. The Abyys level ruins the whole game. I have to go back to the very bottom, when I miss that stupid tiny box. I can't figure out how to aim, and everytime I miss, it's another five minutes work to try again.
No sir, I don't like it...