jump+, aka level 5, is way to tight for its own good. Is it just me? Is it the fact im using a track pad instead of physical mouse? I cant move the cursor while in motion, meaning i have to line up shots beforehand, but the "bounce" section of level 5 makes that near impossible. i can fire mid air, but only at the peak and descending when using the portal physics to stay airborne longer than a normal jump, and that eliminates the required momentum needed for "bounce".
i just cant seem to figure out the combinations required for the hard badge. the 15k budget is easy enough, but the 1k and 5k budgets dont give you much to work with in quality...
robo showed up before the dragon. easiest medium badge ever... :P the only option i didnt complete is "workplace romance", but based off one comment here, you can only do that if you refuse the council? that would make the badge take WAY too long, in my opinion, so definitely do one of the other 2...
you comment on how hell had a role to play in the creation and complication of math, yet you use the same math you call evil... :P iz hasnt done tem speed math puzzles in a while...
havent been on kong in a while, and i come back to 2 more entries (albeit 2 halves of the same chapter). happiness ensues.
well then, "little sister" amber... wasnt expecting that... so there is a whole new generation to guess at, not just theorize about the current forms of the original 5 (6 including dregg)... i wonder if mel... he was the prefect character to partner up with amber for animal related problems...
spoilers ahead. does this mean gru has a bigger role to play overall? it is always fun to guess who are the reincarnated angels...
spoiler end
Another great entry!
that was a short and relatively easy medium badge... get fort 1 ASAP, upgrade basic gun to max, hide in fort and sleep durring waves, race to repair the ballon when nothing is on screen. beat it in two in game days on second attempt...
always brightens my day when i find a new medieval cop or short!
the red flames could be better explained, though. i first thought they were more souls to chat with just to take damage, then struggled to learn that their sight line were still dangerous. Maybe a vague stone sign hint?
haven't tried hard yet for fear that it is just as tight if not tighter than the previous game... timers are hard in text based games, needing to balance enough time to both read and make a reasonable choice.
Hi, this is why I added an easy mode. So that players who are interested in the story can play without being distracted by timers. Sorry, I used the red flames in a previous episode and didn't consider that all players may not remember that trap. I will keep in mind for the future games. Thanks for playing :D
needs a level select with separate death/warp count for each level and resets should restore progress of first attempt at level and not keep death/warp count.
this also feels like a game that would greatly benefit from having a level editor.
really enjoyable game with a real bitter-sweet ending. I needed to double check and found no correlation to "The Trader of Stories" another point and click game with an extremely simmilar name... Chapter 2 will definately help give this series more of an identity. It does bug me how the ending story works in backwards chunks and there is a lot of left over questions after the second (the night's panic) story.
fun game, but to gain the achievement i had to start taking notes and speeding through the dialog, almost regardless of the differences. the first half of the game's events are tighter than the end half's.
a tip: ALL MORALE BOOSTING EVENTS CAN BE RESOLVED WITHOUT AGI!!
walkthough for the first few days to start on the right track is to do the tavern once in the first 3 days, the other 2 be a medic, then focus on mines until the third event. you have to figure out which choices to make within each role yourself, though.
i enjoyed it.
constructive criticism: bosses and grunts need some balancing. a 3 medbot, 2 guard battle is harder than the boss with no exp or incentive to fight them.
the tutorial explained gameplay elements not well present in the game.
minigame timing needs tweaking; either all trigger after pressing a "ready" key or none do.
minigame type needs some indication on character or prior to it being active.
battles are slow, either for boss-class grunts or weak avatars.
update post: after now playing medieval shorts 3, i have more faith in the series continuing, especially with the large lore drop at the end connecting to some of the final dialog of this MC7
As enjoyable as the previous MC's, but is a little lacking on gameplay and being a more heavy story entry. The adition of the timer changes the dynamic of the cases, but it could have been done better. WARNING: THE ENDING IS HOLLOW AND CONFUSING! I am now questionong the future of the series, but i am greatly hoping for another one with a beginning that better explains this one's ending and the gap between the true end of MC7 and the intro "end" of MC7.
Hi, this is why I added an easy mode. So that players who are interested in the story can play without being distracted by timers. Sorry, I used the red flames in a previous episode and didn't consider that all players may not remember that trap. I will keep in mind for the future games. Thanks for playing :D