@pickle4714 Though I largely agree with everything you've said, please do keep in mind that this is the first Unity game VasantJ has released. So logically this would be more of a test game, which is likely the reason it's a spinoff rather than a continuation of Medieval Cop/Medieval Angel. VasantJ even made a test game to see if people liked the concept of AntiVillain, which was still in RPG Maker, so it is to be expected that a completely new engine gets the same treatment. And besides, this game is quite similar to VasantJ's first RPG Maker game, so yeah. With all that in mind, definitely 5/5 imo.
@flabbleblopp That's probably because it's not the end. This is the first arc, the second arc, which will conclude the story, is not finished yet. The end of chapter 17 is more of a cliffhanger than a definitive open ending. And for that, it's perfect.
I liked the game, until I got stuck. On one level, I got the key to the next level, then entered the dungeon before opening the next level, completed it, went back and found out that it was now impossible to retrieve the key because it was in a locked chest. Thanks for great game design!
To all the people saying this game is "bad": explain to me how it got an average rating of 4.19. Sure, it has its fair share of spelling mistakes, and the mechanics used here are... underwhelming, to say the least, but it is a part oaf series and should be treated as such. If you have actually played all the Medieval Cop and Medieval Angel games that were released prior to this (a whopping 13 (not including this one and How the Grump Stole Christmas)), you would probably see how this game is a perfect addition to the storyline. It answers many questions, has references and cameos placed perfectly, subtly hints at a possible unification of both plotlines at some point (though that probably won't happen) and even grabs back to a (fairly memorable) character from Dregg Me to Hell. Judging it as the 14th addition to the story, as it should be judged, it is definitely a good game and deserves the badge it got.
Interesting addition to the story. I'm loving all the story hooks tying this in to Medieval Cop, putting this game on the timeline and explaining _so much_ yet still raising some more questions and new theories. Great game as always and I'm looking forward to part 2 :)
@hammer52 Any easy tool for sharing screenshots is gyazo. Just go to gyazo.com, click "download now", (free, 10,5 MB), then when the download's completed just follow the instructions (ctrl + shift + c to open the tool, then click and drag to select the image you want to capture and you'll automatically get a link to the screenshot of what you selected copied to your clipboard. Then just post the link in here, or PM it to ZBlip and voila, you shared a screenshot)
@Kosh67 Just like Mirthstrike and Sakgeres I redid level 25 to see for myself what it was like. And my goodness, that one's easy. As Mirthstrike said, there are clues hidden behind safe squares. Why not show them right away, you might ask? Because that would make it far too easy. Level 25 is easily solvable with pure logic and is far less complicated than a lot of other levels. It even has three tiles (the classic minesweeper style hints) that give redundant information (e.g. you don't need them to be able to solve the level).
And the idea that the dev tested all the levels by themself wouldn't be a "blind assertion". You can easily see their devotion to this game in the way they're still actively working on expanding it. Any dev that devoted would test every individual level to see if it works as intended and perhaps even have some playtesters to see how hard it turns out to be. To be frank, I find it quite denigratory of you to question their sincerity and devotion to the game.
@Corloc Actually, it's very well explained what they do and I don't find it confusing at all. The levels also don't change when you lose. They just rotate.
Just a little tip: on some levels it actually helps to leave some traffic lights on green all the time. It reduces the need to spread your focus across a lot of traffic lights and the chances of the cars colliding there seem to be not all that high. Sure, it'll go wrong more often than it won't, but it actually tends to work out in a couple of attempts.
@sheen4444 The developer can't fix the issues you're experiencing with the controls. Those don't have to do with the coding of the game. It's the bane of trackpad gaming.
I don't understand why everyone's compaining about the difficulty. Bourgeoisie is definitely among the most challenging achievements to get here, but that doesn't say much at all. Key to getting it is to NOT have the homing beacon upgrade when attempting it so your risk of bumping into geese is minimized. Other spawn rate increasing upgrades like royal lineage are very useful because they make it easier to collect swans. When I completed it (about 10 tries, and when I failed I almost always peaked around 14, so a 1% chance to get over 8 means that what you're experiencing has more to do with your skill than with RNG) I had every upgrade except homing beacon. The other badge are even easier, especially when you have all the upgrades. I can easily understand how some people manage to get Frequent Flyer Miles last of all achievements. I'm probably average at best with 44 plays to get all the badges (last 4 just for Clearly Devoted)
Incredibly easy, no reason to keep playing once you can perfectly clear the time limit levels. Which is pretty soon if you just practice them a bit. Could have used bigger boards or shorter timers as options to up the difficulty. As is, 3/5.
@rockdeworld You can change mouse sensitivity in your computer's settings, that should make it easier. My problem is one that can't be fixed as easily, or well, can't be fixed for free. I work with a laptop without a mouse. Laptops cannot register any keys being pressed when you're moving the cursor with your touchpad. The only solution is buying a mouse.