The tutorial is awfully bugged. The tutorial-giver keeps going back to older texts asking me to build or open something, but naturally that's no longer possible, so the screen gets stuck.
..and asking him if he has a brother prompts him to reply "I'm not sure, I only know Cemal has the medicine". Note that it's Cemal himself we're interrogating here.
The answers are generated automated based on the concepts such as presons, items and their relations. We will improve the interrogation system in the future.
You can finish a level "imperfectly" by having less silver and experience than the maximum, and never be able to try it again or gain these resources in another way. This makes each step harder if you don't do it perfectly. There's, as far as I'm concerned, not a single way to reset your upgrades (aside from, of course, resetting the campaign), so if you chose something badly you're stuck with that until the end. I don't fully understand how this works out. It's kind of a likable game, but being unable to progress if you run out of clicks every time feels kind of sad.
yep. on the other hand, the campaign is short (8 levels), and I really wanted to make a game where the player's choice actually has some weight. hence, you get to choose when to take on the daimyo, and the choice actually matters.
To counter the "small bonuses" you get for completing challenges, make more challenges. Why is there only one challenge per level? There would be nothing wrong about having more challenges that require you to do something during slowmotion, or about keeping your health at a certain level, or killing a certain amount of enemies with a certain amount of weapons (there's much more I can think of). Completing an individual bonus will give a small perk, but completing more adds up. And that was the fun thing I had in this game, which was lost in the latter. Making more "sidequests" also allows those who think they're badass to go through the main route without doing any of them while allowing the completionists to get nifty rewards. I liked the effects on passive gadgets and armours due to the fact you earn them in ways different from perks. With equipment you have to choose which bonuses to get (you could eventually get all gadgets, but that requires a high level).
I am going to be honest and say the Final Deathwish was much better (not in all areas, though). I liked getting additional perks for completing challenges and I believe there were more perks in general. The game was also less linear, as you could complete certain levels that were off the track. There were actual gadgets with passive abilities and you could wear more of them. There were more types of armour with actual additions. All in all, if you're going to make a similar game, I'd suggest taking some advice from your former game. I like being able to level your weapons to 10 after completing the campaign once, and I like the several new additions of perks and weapons, though.
There were more perks in TFDW many of them were also duplicates. The perks you got from challenges were so minor that they were neglectable. The current challenge reward is there to build tension (what is the secret weapon?!). I can understand that you miss the multiple paths but I thought it was somewhat gimmicky and didn't really anything substantial. Finally, regarding the gadgets: Passive bonuses are already provided though perks, it's silly to have 2 separate systems that does the same thing. Which is also why armor only protects against damage.
Level 17A is the reason this game deserves a 1/5. I've noticed it throughout all the levels, but this one just beats everything. The levels are only meant to be annoying, not hard. Why do I have to go through dozens of "targets" to reach a higher level when some "jumps" simply do not register when I attack the target? It's meant to be annoying, nothing skill-based about it.
Far too hard, no control and the upgrades seem to do little (what does "score to HP" even do?). I think it's promising, but needs a lot of stuff to be done. Guess that's why it's still in beta.
So I didn't open the "secret wall" in the very beginning of the game due to thinking I should come back later (I mean, an enormous automaton just walked right through there) and then all of the sudden I'm "in the city" and can't get back any more. I really hate leaving behind things. Am I able to get back there?
Sorry, but you can't. That fine, you didn't actually miss anything. The secret door in the beginning is simply a tutorial to teach about secret doors. Behind it is a cooking pot, which you can buy pretty cheaply at the shop.
Bug: On level 3 (don't know if it happens in other levels as well) if you place a guy very near the entrance, his shots won't connect at all to the enemies the enemies that just spawned. They do not miss. They simply do not do anything. He does hit them when he shoots them again, though. I'm sure this is not intended.
So, on one hand I've got to compliment you on ballspike AI. It's great. And on the other I can see why people would want to rate this 1/5. It's ridiculously imbalanced. The ballspike moves with you in unison. There is no delay. No "AI stupidity" added. Nothing that can make you have an edge (and, in fact, it therefore has an insane edge over you). I'm currently in level 7. I jump down to get the key. Then what? The ballspike jumps when you do. It stays on the ground when you do. And it rolls towards you with such speed that I'm having trouble even using the bomb. Yes, it can be finished, but all I'm saying is that it's far too hard for such an early level.
The answers are generated automated based on the concepts such as presons, items and their relations. We will improve the interrogation system in the future.