This is great. Reminds me of Antichamber, which I absolutely loved, and I wasn't going to be done with this until I beat it properly. When I got the darkness ending I was a little concerned I'd have to start again, but it's good that I didn't, even if I would have anyway. Red ending's nice, in that it isn't just a section of "Oh no, run away." Took me a while to realise what some of those arrows meant, and there were some puzzles like the mirror that had me stumped for a bit, but that I worked it out in the end is a testament to your successful design. Great work!
While I know I have poor reaction timing, I feel like it's a little extreme that I've been practicing this for about half an hour and after a few dozen souls get through I can't switch buttons fast enough to keep up.
"Do you mind if..."
"No, I don't mind."
"Oh, that's a shame."
I'd suggest avoiding using 'do you mind' on something like this, since the expected answer for acceptance is split.
It seems like if I consume something at the same time that I take damage it makes the damage deal a lot more. So much more that if I'm at full health with 5x more health than they have damage and 5x their damage in armour it will still insta-kill me.
Having quests hold the same difficulty after a reset is a little annoying. I have to get aa levels of gold? Seriously? Guess I can't do quests for a while.
I'm extremely disappointed. I wanted to keep a pure clover of each colour in my storage, but there are 40 tiers and only 30 storage spaces. Shame on you for having too much content.
Well, looking at the description of this game... No, no I can't handle the task. Because it seems like there is no five-leaf clover. Just a grey four-leaf, and even that can't be submitted to the museum.
Is... Is there even any order to the museum? It just seems to be randomly arranged. Which is really damn irritating for trying to work out what you've missed.
I... Can't seem to switch? So that's weird. Spacebar works just fine outside the game, arrow keys work fine to move, just can't switch for some reason.
> Chapter entry about the ancient dragon returning and causing havoc.
Oh, well that sucks.
>Next raid starts, giant shadow flies over base.
uh...
> Giant dragon attacks.
Oh sh-
> My dragons literally slaughter it.
Oh. Okay. Uh... Bye?
It'd be nice if I could not have the ad thing sell all my "Unneeded goods". One of the benefits from watching the ad is an increase to click production, but I can't use that effectively at all because it's automatically selling the herbs I need to click a potion faster, and the herbs have very little value in relation to the potions.
So, the easter challenges... Is there a reason the boss in the first challenge doesn't pick up my clicks? It says it has about 6M health, and my clicks do 3M, so it's not just insignificant damage. The boss straight up doesn't react to clicks at all.
Okay, I found my problem with the sudden death. Apparently the hero was wielding a weapon with insane damage an -50% lifesteal, which means he took 50% of the damage dealt.
For those who don't realise it, the upgrading is essentially the same as we used to get for every tenth level of a skill. More xp and gold gained per loop.
So when do you start being able to sell usable items? Or just get rid of them at all? The inventory area's getting to be kind of a mess, even with the sorting.
It is. Just play a little longer, and after some bounce upgrades (and meta-upgrade) this will become more idle.