Found this to be pretty bland and inconsistent. I was enjoying it for a short while, but when the levels scale up enemies to the point where you have two on either side become unbearably tedious and difficult. I would recommend some more work on the combat design, and perhaps some environmental variety in the levels. Platforms, that sort of thing. Some aerial attacks would be more fun too. Perhaps a decapitation attack from the air, which you need to time carefully for an instant kill? And rewards for attack with a specified timing out of a block. I feel with a few amendments to this otherwise decent base, you could build quite a special combat adventure. As it stands, I find it lacks variety and depth.
I really enjoy the game... up until the point that zombies come through the roof, and my manic mouse clicks are buffered to the point where I can't bring up my TAB screen, OR the fecking mouse clicks just don't register, everything slows to a crawl, I die, and have to spend 1000+ XP to go back.
GRRRRRRRR.
Pure chance. Barely any skill involved. Seems like the AI is a little too random to the point where they do get many pairs in a row.
Also commiserations to the family of the deceased.
A very creative game. I highly enjoyed the experience. Nothing fancy, but creative in how it uses very basic ideas to form something distinct and a bit magical. Great work.
I really enjoy this. I wish, like other games that are based on mouse-drag, that when the mouse goes off the screen my accident, independent of cursor, that the reset does not default to move the ship to the top left (0/0) of the screen. Please can you have it simply stay where it is, with an alert state, so the play knows the cursor is off screen?
Very enjoyable game. Please make more levels. Would love a dynamic zoom cam for all boss fights as it got tough when the big guys were too close and touched you before you realized they were onscreen.
A terrible choice for a daily badge in my opinion. Too much grind and little payoff. I'd recommend making upgrades cheaper.
Also, there seems to be little correlation between distance launched and where you hit the power bar on your descent and ascent.
I did enjoy this, though I do have a few critiques:
When my mouse goes off the screen, it tends to drag the bird up to the top left. Can you have it so the bird stays put?
Additionally, having planes gore you from the back is a nightmare. What about adding some kind of warning graphic?
Otherwise, I really dug this. Lovely idea, and fun implementation. I gave up on the rewards badge as I couldn't stomach bothering with the 16 swans.
I'd love a rework of the controls. Tapping up or down when IN an elevator should be what moves it. Dragging feels very clunky and unresponsive, particularly with a mouse-pad.
Jesus. That boar boss is awful. Terrible collision, tedious, too-long battle and weird condition that doesn't make much of a nod toward logic.
Overall, this game needs a lot more polish. Also, please allow the player to customize controls.
Would be great if you could have a second to calibrate your bearings at each game. Seems like unfair deaths occur all too often. Otherwise, has great potential. Definitely a great take on the Wario Ware vibe.
I really enjoyed the game, though I wish there was a control scheme for just keys. The mouse drag can really be a burden at times when my mouse awareness takes me slightly off the screen.