You know what they say.. a chestnut on the ground is worth two in the hand, because in the hand for some reason they can't survive a season, but on the ground they can. They say some oddly specific things sometimes.
I was worried about figuring out where I needed to up my score to reach 50,000.. but it looks like the developer has already modified it so you can see where your score is out of the max. What amazingly quick feedback! 5 stars!
One VERY important concept that I don't think was covered in the tutorial (if it was, I missed it, so it's definitely missable).. a color can NEVER be on another color's number square.
Great game -- very detail oriented, very well animated, well done. However, what is with the design choice to have thieves randomly ransack your inn room when you have to stay in the inn to recover health? Doesn't seem to serve much purpose, and it's obviously not great for the player to slowly accumulate stuff and lose it all at the drop of a hat through no screw-up of his own.
Fantastic game - 5 stars from me. My only suggestion would be to cycle to possible add-on colors from a random starting point through a pre-defined list so you are guaranteed to see the one you want wihtout having to wait through the ones you don't want repeating themselves over and over.
The absolute first, most important thing for a platformer is accurate controls.. not floaty, not sticky. Maybe the author should REFLECT on this. Reflect? Get it? Heh, heh, hmmmm
This has all the beginnings of a brilliant concept. The randomness, the various heros, the scoring, and the interaction of all the customizations -- all great ideas. That's why it's so disappointing that the fundamentals are so flawed. Bad hit-box detection, sticky movement keys, and a huge gulf in the usefulness of customizations (from meh straight to "game-breaking"). But if there's a sequel that takes the good parts of the concept and expands -- this could be an unbelievably addictive franchise.
Dropped from 5 to 4 because of the Level 14 boss -- going through 50 waves and then hoping for the 20% chance of freezing (IF you max that stat) to have any chance of beating him is a terrible design decision. Even hitting him with the strongest one-hit tower AND the max amount of max-strength meteors isn't enough to keep him from grabbing a gem..