Needs more acceleration, less inertia, shorter short hop, and faster camera lerping (especially vertically). There's no such thing as cold flames, just visual clutter. The level Crush was more frustrating than fun due to the physics, and I'm not so sure the buttons should have hitboxes to trip the player. Some obstacles weren't fully telegraphed, but fast respawn + infinite lives remedies this. But, obstacles need to reset on respawn! Difficulty felt just about right, and some levels like Narrow were pretty fun. 3/5
The good news is, my new mech is engineered to fly fast and fire more shots than the internet. The bad news is, it's made of cardboard and combusts on contact. I'm not a big fan of Nerdook's games, but this is probably one the best, so 5/5. I'm surprised it doesn't have a badge.
Mildly disturbing. I had some trouble with the consistency of the game (clicking vs dragging), and the gold skull on level 26 makes no sense. Otherwise good game. 3/5
Not bad, but it seems to be based more on grinding than skill. It's strange that you don't move to an enemy's tile after defeating it. A speed up button would be nice. Right click upgrading!? Reminds me of The Enchanted Cave. Bugs: Multi-clicking an enemy will play the "enter battle" sound more than once, and cards sometimes revert after battle during the "darkness" altar effect. Also, it looks like your sprites are being filtered. I'd use nearest neighbor (no filtering) for crisper sprites. 3/5
I was thinking about that, but I feared that such an option wouldn’t turn out good, for technical reasons. Still, maybe I can add that in an update?