Kongregate normally downvotes any negative criticism on a good concept, but this is important to be said.
The way it is, this is just a bad Shift. The fact that you don't rotate around your own center makes the result unpredictable and the gameplay consequently awful. Also, the fact that you can't rotate midair is unnecessarily limiting and it would be far more enjoyable if you could. The way it is you are as limited to rooms creation as we are to moving around them, which is extremely bad design-wise.
Two great improvements: Make the player spin around its own center, so you don't miss a platform you are literally 90º from, and let people spin midair, for accessibility and regret possibility. (made a mistake, let me spin back oh no I can't and am dead)
Alright, thanks for taking the time to express your opinion on the game.
Not rotating around the player's center was a very early decision I made since I intended for the player to appear to "jump" before rotating, and it also helped keep the player lined up in a tile when done rotating. I suppose these aren't great reasons, but eventually it was too late to change.
I still feel that rotating in midair would be detrimental. If you could rotate simply whenever you want, levels wouldn't need a floor since you could likely rotate as many times as you wanted. If there was a limit, then how many? More than one would be hard to explain to the player, and having one isn't too different from what it is now. Also, the character is meant to be "jumping" up to do a rotation, although the animation doesn't show it well.
Overall, I just tried to make a decent game that went beyond my previous skills. I'll continue to improve in my future work. :)
I gave up when I earned EXACTLY what I conveniently needed for both available weapons at level 1.
Horrible game design. Too convenient, likely calculated and therefore forced.
Don't force.
You started a new religion! Go get some followers.
10 followers in 2 seconds! Good job! Now time to start making money out of it.
... Surprisingly accurate.
Homestead should not give a max amount of cows. And cows should not increase base production by 1, they should increase production by a raw 1.
This way going for 10x gold becomes viable at a point, and cows increasing exponentially is not a problem as a consequence for the wells.
Debuffing them with a max value is just a very lame and stupid option, and wouldn't make a difference from always giving 50 after level 5.
Another freemium shit?
Good job, made me actually play 5 seconds before realizing it's freemium. Most games show themselves as the cancer they freemium are in the loading screen.
People having problems with ads. Refresh when it won`t work, at 4th time it works, and keeps working until you close it.
Don`t know if it works if you just refresh four times, I know it`s weird, but it`s how it has to be done.
First sorry if that happened, and you can contact support about it or I could even modify your online save for you. Second, you're saying that your online save, since the patch, has been lost twice? Because I don't have yet a single report of online saves failing and that would be a major issue worth looking into asap.
When my enemy deals e70 dmg, I have e100 absolute resistance for all elements, but e13 for Universal. Both values are ridiculous, for e70 damage. Please fix.
What is the point of my damage from Reflection being my damage from attacks times itself, if non-black enemies hit me 0 damage and black enemies 1-hit KO?
Could you please make Mayo add everything additively?
Making it proportional is cool, but they never get equal, and get very weird numbers, when close to eachother...
Alright, thanks for taking the time to express your opinion on the game. Not rotating around the player's center was a very early decision I made since I intended for the player to appear to "jump" before rotating, and it also helped keep the player lined up in a tile when done rotating. I suppose these aren't great reasons, but eventually it was too late to change. I still feel that rotating in midair would be detrimental. If you could rotate simply whenever you want, levels wouldn't need a floor since you could likely rotate as many times as you wanted. If there was a limit, then how many? More than one would be hard to explain to the player, and having one isn't too different from what it is now. Also, the character is meant to be "jumping" up to do a rotation, although the animation doesn't show it well. Overall, I just tried to make a decent game that went beyond my previous skills. I'll continue to improve in my future work. :)