Honestly, I never understand the allure of Undefined games. The Protector series was a good, but not great tower defense (see Cursed Treasure or Gemcraft for examples of great tower defence). These styles of games are honestly terrible. I really want them to be good. I've played every one of there releases hoping that they fix all of the issues, but every game uses the same terrible percentage system that only rewards random chance. Every one of their games are terribly glitched. I actually forgave the game when I lost three defense missions in a row because my character refused to actually attack anyone in the second row. However, then I went on a mission and halfway through the game completely forgot all of the gear that I had equipped and reverted me back to starting equipment.
All round a deep yet wonderfully simple little title. The metaphor is clearly integrated into every aspect of this game and it is easy to see the great care you put into it. Unfortunately, the gameplay is a bit lacking. It is fun, but I often feel that I don't have enough influence on the world around me. The other blocks move off each in their own direction and I have to constantly follow them, never actually affecting them in any meaningful way. One view might call that an accurate representation of love, but I would like to think that those I am close to would try to stay close and be willing to alter their path slightly. Not only would that be a bit of a more accurate (and healthy) representation of love, but it would really help to take the variance out of the game and reward players who can establish close connections, especially with multiple blocks.
Lyankyj. Power Attack. Use it. Love it. I couldn't win for anything, but power attack is insta stun (I was pole arms and speed so I always went first) and it ignores armor. 5-6 attacks and you win without taking a single hit.
I rather enjoyed this game, but I found a lot of trouble with the fast head throwing enemies. Maybe it's a glitch with Chrome, but I would unload full clips with AK or the bigger SMG and they just refused to die sometimes. Even the gauss rifle wouldn't always kill them.
This is a fun little game, but I would like to see some refinement. The last fire spell, for example, is stupidly inaccurate. It would also be very nice to be able to respec the mage either as the game went on, or as a reward for beating the final boss. I'd like to see how the other trees play out, but I don't want to have to beat the game and earn the experience again.
I like the concept and I think the challenge is on the right track, but there is WAY too much luck involved with this game. I'm almost fully upgraded and I just had a run where every single fuel pack was out of reach (literally, every one of them).
Wow. So Potency II ignores armor for some reason (didn't see that anywhere but whatever). Four shots and boss went down. Xplored, I love this concept, but this game needs so much polish before it can be fantastic.
... so the final boss can increase his strength 20x and his coordination 10x (I think my sleepy math is right)... I don't want to sound whiny, but how can you possible deal with that? I'll get him down to about half health and then he'll suddenly decide to use three moves and one shot me. There is literally nothing I can think of to do against him. I can't stun him, wound him, I try laying down battlecries and intimidations while using concentrate to hold him off until the buffs were off, but usually one attack is enough to stun me and then end my day. Even when I use sharpen and try to race him, I can't get enough damage through and I'm one point shy of piercing... sad...
Okay. So has any army of devine slayers actually lost a multiplayer match? My army is well balanced and all, but it's destroying everything when I control them. (I think I might have had one close call in 20+ games)
This is a fantastic little game. Like everyone is saying it gets surprisingly deep for the simple concept. The only problem I have is that sometimes it screws you with variance. I wouldn't mind getting stuck in a hole or killed by random spikes under a chest if there were any possible way that I could prevent such a thing, but sometimes the levels just completely screw you over with no remorse while other times they are easy as can be. I understand that this is bound to happen with randomly generated levels, but if there were some rules in place that could prevent this that would be awesome.
If the level seems to school choppy, its because you're controlling the level scroll. The camera pans toward where you are aiming (toward your mouse), so if you're falling down and you want to see what's underneath you, aim down, etc.
(Mahler Symphony No 1)dv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-adv-ado-
Short little nothing. (Late Night Accidents)cR-ccR-wcQ-ccQ-cad-gad-gad-gad-gaf-ccz-ccY-ccY-ccH-acH-acY-ccY-ccY-ccH-acH-acY-ccY-ccY-ccH-acI-aad-gaf-gad-gad-gdq-Z-Z-Z-Z-Z-A,-hpm-gfJ-cfJ-cfJ-cfJ-cgi-ccg-keB-aeF-ahZkTkE-ahZkTjw-ahZkTkE-ahZkTjw-afM-cpm-cdE-ljCjnif!!kgjyjn!!jyiGifif-c!!jCjnif!!kgjykd!!kcjzjnjC-cpq-clU-cpq-clU-cfJ-cfJ-ccg-Z-Z-Z-Z-Z-I,-lfk-cfk-cfk-cfk-cfk-cfk-cbs-abS-adf-cbs-abS-adf-cfn-cfn-cfn-cfn-cfn-cfn-cbx-kbs!!-bdf!!-bcF!!-bbsbSbfbsbs!!-bcF!!-bdf!!-bbs-aes-afk-cfk-cfk-cfk-cfk-cfk-cbs-cbx-c!!-Z-Z-Z-Z-Z-A,-hpm-kpm-cfJ-cfJ-cfJ-cmc-cmD-cmc-cmg-kfM-cfM-cfM-cfM-cjC-kbY!!-beB!!-bdP!!-bbYcKbFbYbY!!-bdP!!-beB!!-bbY-cfJ-cfJ-cfJ-cfJ-cfJ-cfJ-cjC-Z-Z-Z-Z-Z-I
Does anyone else have problems with the controls? It could just be my laptop, but the box placing system is very sticky for me. I have to click twice to play anything and half the time restarting a level places a box where I don't want it.