Not really my cup of tea, but it works like a charm and I had a lot of fun until the challenge became too much for my liking. I can imagine real puzzle fans loving this game even more and I give it 4/5 stars as well, because I had fun - which I did not expect :-)
I wish there was an option to simply shoot horizontally in the direction I am facing. While that would make it impossible to hit some of the enemies, the overall difficulty of the game would be a lot lower IMHO.
I wish philosophy games were less about game-play challenges. I lost interest in the story once the timing and aiming aspects of level 2-1 were introduced.
So I get punished for completing challenges to level 4 instead of 3, because the reward of a tre[a]sure chest is dreadfully low, and after completing nearly all of the game, I get a buffed version of the fourth boss that is impossible to beat due to lag, even on low quality. That's just great.
This series elevates hit detection to an art. It also doesn't rely on stealthy bullets and instead goes all-out disco on us. I never really care for bullet hell games, but the Frantic games will always hold a place in my heart.
I really liked it, until the final level. Well, okay, I liked THAT in the sense of: I laughed out loud at the bullet hell, but not for playing it. Still a lot of fun in general!
So the tutorial can mention all kinds of details except that the truck can run out of fuel, so it is smart to mine near the drop zone? That's just annoying.
The complaints made me giggle: the flocks of batties will give you considerable forward momentum (which is good, because you want to go FAR, not high), while 'meteoring' will effectively decrease your height by half in a superfast descent that does not allow for any controlled pick-ups. 'Meteoring' is a bit of punishment for trying to stay too high for too long. The complaint that there is nothing to help you in the sea level goes perfectly along with not upgrading the flocks: the flocks are one of the very few things that can effectively get you across large distances at sea.
To all those with these complaints, I would say: give it a try to launch as horizontal as possible, then focusing on hitting every flock of batties you can and when you are slowed down, aim at getting higher but NOT meteoring. Any canon you happen to hit along the way should be aimed as horizontal as you can. Just try it. It might surprise you how much further you'll get in how much shorter a time!
Apparently I am the only one who gets frustrated from the utter lack of control. I am glad for everyone else, but I am still going to rate this 2/5 because it was no fun to feel more like a spectator than a player.
It would be nice to have spells and all units available to click at all times rather than in separate sub-menus. It would also be nice if the save data included my sound and quality settings, and the race and colour I selected. Just a few minor things that you appreciate more in other games once you realise you cannot take it for granted...
Why is the game in this tutorial more fun than quite a lot of other games I played recently? Probably because the creators know what they are talking about. Love it!
I have to agree with what was said earlier: the controls are unreliable. Probably not for everyone, but I assure you it is no fun when you are one of the people who can't get keys or the mouse to respond for 2 seconds at a time. Too bad, because the game was a lot of fun!
*listens to customer giving detailed order*
"Actually, you are supposed to pick one of the standard burgers from the menu, sir."
*looks at customer inspecting their burger closely*
"Sir, you can either take the burger and pay me, or give it back. Either way, you'd better be gone from the counter in 5 seconds or I'll smack you with a tray."
I knew I was completely unsuited for any job requiring a decent level of customer care :-P
No superpowers and fluffy cute minions... So glad I also went for the lamest name that the random generator provided ('Angry Criminal') to make the spoof complete. The game was a lot of fun, though! :)
I just LOVE how you can make the challenges as easy or hard as you like without any real penalty! Normally, I like my games nice and easy, but this concept really had me going for at least gold. I did not complete the game yet, but I am amazed at how few rooms have eluded me so far after giving them some good thought. Thanks for this great creation!