Holy cow some of these are hard. 4-6 required making connections to allow connections to be made down the line, then breaking the original in order to get the three connections needed for the main chunk in order to hit the 4 connection limit for the last star. *Whistles*
I like the new managers, although I still feel that the prices for the various things that cost Angels is weird. 10,000 Angels to triple your profits. Except that the angels you PAID are worth x100. Not to mention that said purchase doesn't survive a reset, but angels do.
"The Bridge" level is misnamed. The first thing you do is make the bridge and the entire remainder of the level is getting Fergus up *to* it. It should have been named "The Elevator."
On the one hand I feel like this is just "another one of those games in this genre" but I do like the addition of the slider bar. I'm on level 12 though and haven't really had to develop any new strategies.
Re: Ladders + Jump both bound to the same key: I can do that in Risk of Rain just fine. And a multitude of other games. Mind, RoR doesn't default that way, but I can mess with the keybinds and make it happen (and jump off ladders dandily).
There are other functions that go along with up too, like looking up (might want to look up without jumping into an enemy for example) and also entering doors (might want to jump over an enemy to go for a crate instead of going in a door). I prefer to keep the functions separate to avoid nasty situational overlap, most serious platformers separate "UP" from jumping despite there being a FEW examples to the contrary. It actually gives you a lot more control flexibility to have them separate.
This game isn't difficult or interesting, just time consuming (in the "watch paint dry" kind of way). It's the same four or five actions repeated ad nausium with the thin veneer of strategic decision making and resource management. You go into a bland map, kill trivial enemies (I killed an orc werewolf with a *knife,* the only thing that caught me off guard was its initial leap across the map), and locate the same three objective points. Then upgrade the same two or three facets, then ignore forever. Unless a zombie invasion comes along, that seriously, defending against is not even HARD: your only weapon instant-kills whatever it hits and has a massive knockback AOE. It's point and click: use gun on -man- zombie. There are a few extra subobjectives, protect the civilians, lead the master to the tavern, help defend...but even those aren't interesting: they're just variations on "kill the zombies." And there's only so many zombies I want to kill.
The number of customers that stop by and buy things is way too random. By doing nothing I went from a daily profit of 65g to 220g then back down to 80 the following day. There probably are daily factors hidden from me because of market research data, but for the early game it means I can't determine if what I'm doing is helping or hurting.
I wish I had an idea of when movable blocks would go invisible in light or stay blocks. In the first elevator level the block goes solid and falls down, then in the next level there's a sideways moving platform but the blocks go invisible. There was no way to know that without blindly hoping you were doing the right thing and not maneuvering yourself into another reset.
I'd have liked to see some more puzzles where there was more than one starting spot that had a bee-line for the goal spot so it was less certain which route I should be filling with stones. That would make the puzzles harder.
Can't see hp of enemies without clicking on them? Eesh. Hard to know how well various sections of the path are doing at a quick glance. And its not like enemies stack on top of each other...
...Seriously? http://s15.postimg.org/mf7nczdu3/level10.png
Not to mention that my fully upgraded beams doing 113 dps (times 3!) barely scratches this guy's paint. WTF.
There are other functions that go along with up too, like looking up (might want to look up without jumping into an enemy for example) and also entering doors (might want to jump over an enemy to go for a crate instead of going in a door). I prefer to keep the functions separate to avoid nasty situational overlap, most serious platformers separate "UP" from jumping despite there being a FEW examples to the contrary. It actually gives you a lot more control flexibility to have them separate.