Am I missing something here? The only way to heal yourself are with the extremely rare healthpacks that you find purely by chance? If I wanted odds like that I'd play Nethack! O_o
It would be kind of nice if the game treated Mind Blast as a healing spell (i.e. wait until I've lost the HP it would restore in conjunction with Vampiric Embrace before casting it).
I found it to be a pretty easy game overall. Many of the solutions were simply a matter of placing parts in the only place they could possibly go, many others just a matter of stacking all of your overflow tanks to cascade down to your single normal tank at the end. The splitter is probably the only part that makes solutions complicated, and I feel like it was underused. Anyway, today I learned that water really can flow uphill and that you can pour 16 ounces into a 1-ounce jar with an overflow valve and it will slowly drain off the excess water without any spillage.
"Sir, we've located a hideous pink and gray planet covered with a green haze." "Excellent, let's colonize it!" "We've also detected hostile alien life." "Send in our best to take care of them!" "Sorry, sir, all we have is this unarmed blue guy with skinny legs." "That's EXACTLY what we need! Hop to it!"
Yeah, not as fun as the first one. A lot of the combinations weren't anywhere near intuitive, and at 20 or so I just started doing something else in another tab while I waited for the clue timer to lapse.
Um...Cheap Shot suddenly isn't working in dungeons and I am not amused. Unless the lv61-70 dungeon bosses are immune to stunning, in which case it isn't a bug and it's merely lame.
I always love the artwork in your games. Professional quality animation and even the stills are just full of energy. This one has a lot of promise but the controls are a little clunky. Controlling the eagle especially is often just an annoying diversion, especially when trying to position it for a jump. To me your best game was Red Moon. The controls and combat system just had a polished, ultra-badass feel to them that this game doesn't quite capture.
Sure would be nice if there were some on-screen indicator of what kind of explosive I'm carrying, or even if I'm carrying explosives at all. It took me a while to realize that they appear on my character's belt, and even then I feel like I have to squint at myself to see what I'm carrying.
This game is "neat" yet "boring." It somehow manages to be both. I guess the thing is it's "neat" until the point where you've unlocked a couple of the cool godly characters and you start seeing entire levels without a single new character to acquire. Then it becomes "boring."
It sure would be nice if you could filter types of loot. For instance, my rogue doesn't care if she loots the most epicest awesomest wand in existence. She'd rather keep that slot open in case a cool dagger shows up.
It would be nice if the towers interacted more with the "physics," i.e. pushing the creeps back and whatnot. Right now it doesn't affect much of anything except the way the germs move and the way the trap tower "ninja ropes" them to the wall. Also, is this guy standing on his head naked at a bug chaser's convention? Why do germs keep entering his ass and falling upward toward the rest of his body?
Pretty much what a lot of people have said. It's a tight game for what it is, but it's pretty basic. Yay, 3-D graphics in Flash and all. We get it. But this is basically Mario Kart - weapons + all the tracks look the same. Need to bring something more to the gameplay itself if you want to really impress.
I'd like to see more chance to overlap the skill trees a bit. Specialization should be a part of the game--after all, it adds to the replay value--but right now it seems like there's no point in splitting your skills between trees because you have to invest so many points in spells you're not using before you hit skills that benefit ALL spells.