So close to perfect. The game is a little too luck-dependent on whether you get good dropped weapons, and the default weapon is underpowered. Otherwise, great.
A little less user-friendly than the first one. For a game with so much equipment switching, why is the inventory now on its own screen? I had more fun being able to see the whole level all at once.
I would love to see less randomness in the prizes for flowers. Instead of getting a random prize, it could cycle through all of the prizes. This would give more incentive to go for flowers since you would be certain of at least making progress toward getting a good flower.
needs a save button pretty badly. weapon progression is just numbers going up - would be a lot better if weapons behaved differently, ie multi-shot, etc. machine gun is basically worthless.
It's a neat idea, but the levels aren't very interesting, and I don't really get enough fun toys to play with. The bosses are okay, but the gun is underpowered while the rockets/grenade are overpowered. I quit at level 5, since it looked like I was basically invincible.
Okay, important answers:
Dreams are purchased. You use skills by clicking on the character. If you have upgraded the skill in the menu, then you can use the skill if that character has enough mana (from using his color) queued up.
This is so close to great! First, the animations are way too slow. Second, the difficulty curve is a little too grindy, especially since the base gameplay really does not change as you progress or become better. Third, the grid is a little too small for gameplay to be as robust as it could be; I very rarely made moves designed to enable later, better moves. Finally, the special moves are really unclear -- I have only seen one and have no idea about the conditions! And what is the locked square underneath weapon on the upgrade profile pictures? For those asking, you buy the dreams. I think it might have been better for the dreams to be unlocked via baubles that you find in the dungeons. I would love a slightly more polished version of this game, but it still gets 4 stars for me.
a fix for a lot of the problems with difficulty/cheapness would be to make grenades unlimited. they're absolutely essential but for some strange reason extraordinarily limited to the point that the game is just a spawn fest.
this could be a good game, but so many things are very poorly implemented: ally AI, boss HP is way too high (you aim for endurance; you achieve tedium), price of abilities scales way too quickly, most challenges are just stupid, etc. there's a lot to fix to get to the good game.
arcade mode is really poorly implemented. the difficulty curve is okay i guess, but the hp of the bosses goes up way too high for the ships you're given. taking out the 4th boss would take too long.
@flewk i don't know what to tell you, but i only played each level on veteran, so i always had a pretty low star budget. it did take me more than one try for some levels, giving my hero some artificially inflated experience (although i did avoid spending this experience until temple of saqra), but i don't recall buccaneer's den as giving me much trouble. perhaps i should clarify that by "first time through" i meant that i played without clearing a level on easy and then using stars from future levels to get three stars on veteran. i'd still really like insights on temple of saqra setups with 30 or fewer stars.