take-away design lesson: more things != more fun. This applies to how many objects are on screen (it's impossible to tell what's going on with all the things following you, bouncy enemy pop-ups, etc), the massive amount of "congratulations! you opened a door! +5 XP" notifications, and the huge amount of "blah blah blah you don't have to listen to me because whatever I'm asking you to find will hop around and follow you once you get to it anyways" quests. There's so much going on in this game, and so little of it is important. Luckily it's so ridiculously easy that you don't have to know what's going on at all to rock at it.
"what just happened?" "I don't know. For the first 1/3 of the game I just held down on the mouse, avoided the red birds, and put all my purples in the thing that gives you more points per level. After that I just held down my mouse and wiggled around a little, and kept leveling up. I can't really see my character anymore underneath all the things following me + enemies + enemy pop-ups, but I assume he's doing pretty well"
the number of variables should be reduced--it's too hard to gauge at a quick-glance which bugs have desired traits and which don't. it's not clear what a good decision is in this game.
Worms are incredibly OP. I don't think the game shows their fire rate, but it seems like it's 2x per second, which makes them crazy-good.
The trick is just to keep a lot of enemies on the screen at once. My strategy: build two towers of worms, facing each other. One is on the rightmost tile, facing left, and the other is two tiles to the left of that one, facing right. Build them up one-by-one, so neither of the towers is ever more than a single block taller than the other. This way none of the demons are even touched before descending into this death-trap, so there are always enough demons on-screen to make the worms do something like 20 damage each. Survival mode was a breeze.
Swirly artsy aesthetic != good game. Gameplay *looks* decent, but this is really just another lousy platformer. When I see things like this I regularly think back on one game design article I read--something like "If your game is not fun when it only uses little colored rectangle placeholder images, then your game is not fun." Despite the cool trail the blade leaves and the different well-animated battle styles, combat is still "mash one button repeatedly, or mash the other button repeatedly." Despite the swirls of dust(?) when you jump, platforming's still clunky. etc.
This is a fun twist on the TD genre, but my strategy became pretty formulaic pretty quickly. Direct everything onto a single path using boxes. Build traps in sets of 3: a fire/piranha pit to be bumped into, a trap to do the bumping, and a bed of coals for the enemy to be pushed over while being bumped into the pit. Everywhere else I either placed beds of coals or bump traps that knocked baddies into the same mess of pain they just escaped. I'd be very interested in hearing if any other strategies arose (aside from the simple "just put hot coals EVERYWHERE" strategy).
design criticism: the greedy/lusty/thirsty thing was an ok idea, but there's NO reason to make greedy/lusty/thirsty traps. Why? Because those waves are the easier waves in the first place. Basically, the enemy diversity was underwhelming--they all had different bandanas, but all the waves played the same.
I cannot play this game without hearing "pon pon pata pata" in my head. Even the warriors' shields look just like patapon shields. That being said, I love the visual style!
this game basically boils down to "jiggle the arrows to keep the little white picture of the boat from toppling over." I appreciate you trying to add some other gameplay element to an otherwise ridiculous genre of casual games (the "watch your silly cannonball guy hit a lot of stuff" genre), but keeping the boat upright is just obnoxious.
graphics: AWESOME. controls: HORRIBLE.
Movement is a huge pain. There is NO reason why this game could not have arrow key movement. The mouse-click movement is just tacked on, and it's obnoxious.
awesome project! a game about figuring out the rules, and nearly nothing else. imo that's one of the most fun and most under-used game mechanics out there. [170 first try]
There's a definite glitch with the turtle. I've gotten him down to zero on all 3 segments twice now (with the romans already defeated), yet I can't win the level. It may have something to do with the fact that I keep pausing--I'm guessing it's some problem with the timer. (This is my guess because I've also noticed that the timer does not accomodate for the game's horrible lag--it seems even with all the effects turned off this game uses up my 2 gigs of ram with ease. Rather than counting by the frames and translating that into seconds, the timer simply counts time, so when the game appears overwhelmed by a lightning cloud or two the timer continues at a normal pace, while the rest of the game slooowly crawls by).
this game is horrible. most of the battles are guesswork, and despite making you confirm every single attack, it offers no option to change your mind...wtf is the point of confirming then?
A few problems. Firstly, the game is basically about getting in and jumping at the right times, but it's pretty unclear just what the right time is (especially for getting in... is it when the front of the cart hits the post? the back? is the guy supposed to be in the cart by the post? also the ground is slanted but the post isn't, so should we be looking at the wheels passing the post or the cart?) also as far as I can tell groupies only affect your style points, not anything flight-wise, so making the final unlock be extra groupies is silly... people don't care about points, they'd rather work towards goals. If you even made some aesthetic unlock be the final unlock it'd be fine, but by the time I got the last groupie I didn't care about points anymore since I had nothing to spend them on.