Not bad. The scaling of resources received to upgrades purchased needs to be smoothed so that things don't get to repetitive. As an asthetic consideration having parts of the bosses flash as being vulnerable would look nicer than the same pods sticking out the side of each boss.
Thank you for your feedback. I will balance those resources a bit better in the next update. As for the esthetic part, I'll need to do some more brainstorming.
Limited number of moves is frustrating. The timed levels were alright but i would much rather have harder levels were i can just keep summoning on all the levels.
Review: Finally a new twin stick shooter! By far my favorite game play style. Having said that the art style is cutesie but consistent with the series. The game play is tight with the capacity to progress on dodging skill along for a while at least until the living bombs overwhelm you. Again the controls are well thought out and i appreciate the option to remap the specials, if only that was added to the save file. Difficulty as levels progress ramps up appropriately with a good variation of enemy styles. Bosses are good if a little weak, especially the second boss. Overall the challenge felt appropriate with easy levels feeling easy and hard levels taking some skill. Thank you myers, wolfe etal. for venturing into a genera where games are all too lacking.
Bugged at second stage of last castle. Boss froze and was unresponsive. with no further spawns at about half damage. The character could move shoot and use abilities. Boss could not be hit.
I find the dynamic blocks don't really add to the experience. Other than forcing memorization of a new sequence they don't do much. Except for a few level design tweaks the game play would be the same with all changes already activated
Feels like playing on atari.. Easy fixes --> Re-spawn delay is to long, boats in background look like are going to interact, change sprites so they are not in path, improved sound files, slightly slow down bullets, more bullets. Harder fixes would be to alter movement mechanics to make it more fluid, and implement story line and upgrades giving more firepower
I don't think the level progression is very well balance, especially without the ability to replay levels. It seems to easy to to get stuck dying often with sub par gear if you manage to beat a boss early.
To doru. I agree it makes sense if you consider the bonus combined orbs and not just a points bonus. However i do find it less fun to actively play the match three section.
The reason why some of us don't like the update is that this has changed from a match three/idle hybrid to a pure idle game. One of the appeals here was being able to boost the idle game speed through expertise of finding the optimal match 3 picking strategy. Now that you can use upgraded orbs to make a match using just two orbs, any forethought in which match to pick has been removed. Instead of strategizing of how to either prevent or resolve a stuck ooze gar one can just click furiously and it will quickly be resolved. Although this will speed progress under idle play, any appeal of actively playing the match3 part of the game is removed.
Thank you for your feedback. I will balance those resources a bit better in the next update. As for the esthetic part, I'll need to do some more brainstorming.