If it's not already reserved for a later skill, the down key could be used to look behind you. At times, it would be a bit more useful than the gauge someone suggested before.
Perhaps you could implement a daily gold feature that gives a small gold bonus every day you play. Maybe it could increase a little bit for playing on consecutive days, as well. It would bring in more ad revenue (but not at the expense of revenue from bought gold as much; since there's still people who will pay to get gold faster), while the community would have a way of getting gold without buying it. A win-win situation.
It's good to see a developer so actively listening to the comments and updating the game - most can't claim to that in the least. Kudos to you. Anyways, this game is probably the best game I've seen using Unity3D so far; shows how much potential the game engine has. Though it would be nice to have you start moving at maybe a third/fourth of your fastest speed instead of 100: the pace is quite slow at the start and half the time is spent waiting for the real action to start.
Boss robot: There's a dude in a mech suit and 2 turrets firing at us as we try to break through the wall? What? Spend an entire 5 SECONDS DISABLING THEM? Are you insane? Just keep charging at the wall, surely those insanely powerful weapons won't pose a threat to us...
Such a sadistic king. Not only does he order his men to cruel deaths, but when he walks across his underlings that are holding on for dear life, he doesn't even bother to stop and give them a hand. Just leaves them to hang there until they eventually die.
A good game with a solid concept, but the controls should be touched up a little. You have challenge levels that are pretty much pixel perfect jumping with poor controls, which make a terrible mix. Terrible enough that I was tempted to ragequit C-9 and C-10. Not the mention that instead of the vague tutorial for the boss fight, you should have the scientist give you instructions; it took me several deaths before I realized how you were supposed to kill the boss. 4/5
It's potentially good, but it needs a ramp up in difficulty. I found no difficulty in mowing straight through the entire game, as was the case with the other two. Which detracts all the fun from the game and makes it a pointless grind. This series lacks the most important part of the strategy genre: actual strategy.
If scattering all his needed items to get ready in the morning in obscure places in his mega-mansion so he has to essentially run a daily mini-marathon is Clarence's plan for losing weight, he really needs to stop eating the heart of every single moving thing that he passes first.
Not as good as I thought it would be. The controls are really horrid(particularly how long it takes to turn around), plus the physics is equally bad(like in 37, how the first block keeps popping up for no reason). On top of that, the "puzzle" part was way too easy; after beating the entire game I recall no instance where the puzzles were actually difficult(and HALF the levels had no puzzles at all, just crappy platforming). The controls shouldn't give more challenge than the puzzles in a game like this. Such a shame though, the idea is great. 2/5
Thank you! :D