Okay all fellow Transformice players. To all you who are making levels, please do follow these guidelines. 1. Do not, I repeat, do not make an easy as hell level with only a single bounce material and the hole w/ cheese at the top. That's bullshit. 2. Do not make levels that completely neglect the shaman's powers. (As in, don't need to be used.)They're here to build things, not watch while everyone automatically flies through the level. Ignore this one if the level takes skill for a mouse to solo his/her way through it. 3. Do not make levels based off of jokes like "Anvil God" or "Particle Accelerator" (Also known as Rune God) or even "Box God". They're a joke, and have no business being in levels, it isn't funny or make you popular.
+ This to show this to everyone that we DO NOT WANT MORE SHITTY USER MADE LEVELS!
Not at all a bad game, despite the fact that enemies move without even noticing you, but a good game overall for a starting programmer. Next steps would involve building better foes that don't simply travel in a predesignated course.
This game seems unique, and is rightfully actually so. If you look past some of the buggy physics sometimes, this game really is fun. Perhaps even with a hidden meaning on human greed, as whenever you see levels where mice actually touch, resulting in mass death, you know just how that works. Everyone tries to get ahead, sometimes screwing people over for their own gain like in the levels where there are balanced platforms and if too many rush to try and get the cheese, it tumbles and the others who waited are screwed. You want to rage them, but you can't, because you know that you would have done the same thing. So this game really has a sort of deep psychological ideology behind it if you look. 5/5 for an entertaining physics based puzzle/platformer alone.
Argh. I really hate to say this loving this series but this game was probably my least favorite. The combat is still as engaging, the environments are still big enough to enthrall me. The only problem I have is that the characters suddenly feel foreign. Both the starting magi have almost the same, flat personality, and the dragon-lizard guy even feels far similar to them besides his early position of seeming different. Even Mardek felt cold and distant from me for the first time. Here we see a man who has had success at the hardest price of all: one he cared for deeply but he seems almost uncaring to all of this and goes through it all with the same boring attitude that lacked either the pleasant flourish or the challenged adventurous bravado that his last two games had plenty of. This one gets only a 3/5.
I really do like this game. A small dose of humor here and there, with a solid storyline. Had lag the first time, but I rebooted and it fixed itself. Though I'm at the last part, and now I'm frustrated to hell because of how difficult it is. But that just means I was running to fast probably, so it won't change the 9000>/5 rating it deserves.
When I first saw this, I thought "Oh yay, at least it won't be a brutally difficult bitch, for knocking down is surely easier then setting up." the game seemed to agree until it just started giving me bullshit to work with on bullshit shapes that couldn't have ever been made in the balance games.
The hell? I bought some seed to increase energy, but I kept going, and going and going.... I checked the shop and it said I had -30.
How the hell have I been gaining energy on negative seed?
Errm, I forget, at what point in feudal Japanese/Chinese history did we invent FCKING LAZERS, Personal JETPACKS and ROBOTIC LIGHT-SPEED TRAVELING ROBOTS!?
Needless to say, flawed in many ways. The game put an over-heavy emphasis on your new areial based attacks, a definate plus, except for the fact that YOU ARE THE ONLY ONE WHO ENDS UP GETTING LAUNCHED IN THE AIR PAST THE 2ND STAGE!
After that, there was just no point in air based combat except to fight the neverending somehow-existant JETPACKERS!