I didn't even consider killing the goons in my playthrough. I just put them away somewhere on some shelf where they won't trouble me. Then I read the comments and tried to see how that goes. It's was so sad when the guy got crushed by the golden gate and just slowly slumped onto the ground. :
Not reading a tutorial to the point where you can't figure out that you can click to aim at a specific enemy is a silly reason to rate a game 1/5. This is by no means a 4 or 5 star game (I keep my rating at 3 only because of nostalgia), but come on, you can at least bother to look at the instruction box below the game to find the controls if you hate a bit of exposition that much.
The game didn't age that well, but it still works at least. The challenge is not so much using the intended mechanics as it is abusing the glitches more than they hurt you... The pathfinding was bad even in this game's time and my tip for players struggling with it would be to move across the screen to unlatch characters stuck on water. In general, mages shooting over bodies of water (especially sorceress and mirage caster - mag and dex classes respectively) are a very efficient, if cheap tactic. Errands are only worth doing if you aren't even close to succeeding in any hunts or none are available, because they give miserable amounts of LP (experience). Always have a magic unit on hand in case you run into the Apprentice (he's a single unit that randomly replaces a normal hunt and looks like the male beginner class). He's insanely powerful but can be abused by shooting him from across water for a few thousand LP, which can easily give upwards of 10 levels to your team members.
Holy mother of lags. What was this second chapter tested on? Chrome on Win10 has got to be one of the most common setups and this game struggles on it now, on a fairly high-end computer too. Same goes for Edge which I tried to use next just in case. I'm confident it was okay when chapter one was released and it can't have been taking this long to load either. It's disappointing to see this kind of change from a game I easily five-starred last September, according to badge dates. I hope you patch it soon, until that happens this is a borderline unplayable game and I will be taking my high rating with me. I loved the story and wit you showed in the first chapter and believe this one will be up to the same standard, but I can't play it with this bug in place.
Such a let-down. The snails's pace the battles progress at make me reluctant to watch to control the spells. The 24-28 gold pieces you get for a wave while replaying a stage you beat part-way have got to be a joke. Gold gain should be increased with stages (prices sure are) and struggling players shouldn't have their earnings cut down because they happened to mess up the build.
I enjoyed this new installment a lot. The death by boomerang mechanic in levels 13 and 15 is clever, but unfortunately years of playing random games where returning weapons don't do damage for some reason made me not expect this to be the solution and I did not expect a new mechanic to be needed this late in the game. The jump with spikes right above you in levels 12 and 14 is more tedious than fun for me, unlike other parts of the game. I hope to see your game design evolve even more, this series has so much potential and level 15 tells me you can come up with some very interesting puzzles. ;3
Tutorial is confusing - please call the animals by their species not names we have no way of knowing. Can be "Max the dog" if you're attached to the names. Different symbols should have different shapes or colors, but I just ran into a black and dark gray wolf. The mechanic is interesting, but needs some polish to be a really good game.
Not much happening on screen to be of interest, very bare system of upgrades and occasional 2-3 paragraph messages. Auto clicker makes progress okay, but it's still boring and time-consuming.
So much fun. I replayed the levels over and over to explore and gather all the achievements and the difficulty is just right - beating the game so far is not frustrating but 100% completion takes a whole lot more effort. The shortcut medals were definitely the hardest. Of course, that's the whole point so players don't accidentally skip content. For the full game, I would suggest dividing the medals by chapter or part so players can immediately know where they are missing something, and maybe renaming it to "stats and medals" in the menu, so it's more apparent that's where the latter are. I also found a bug while playing part 1 that could be game-breaking in the full game. In the yellow cat's alcove, when you take the carving to the crawl space and try to crawl through, the carving extends a step into the crawl space. When you release it there, it drops and it is no longer possible to pick it up, since you can't pick up items while crawling and standing beside it just makes you meow.
A very interesting puzzle game. The subtle hint system, between slight glowing and the optional tips from the character, gives you just enough help to guide you along without holding your hand too much. The amount of interactive objects feels daunting at first, but the pieces all fall into place rather naturally. The only puzzle I had trouble with was (spoiler ahead) waking the fisherman, because I desperatelly thought he actually needs something on his hook and when I clicked him, I wrote his jitters off as a bug not part of his animation. Finding the caterpillar was a delightful moment for me and its little journey was my favorite part of the game. I'm glad I found it again after it got badged, because I almost ended up skipping this little gem.
I loved it, the cute artstyle, the little references and the general theme of art and AI is interesting. I've been holding off on playing this game until I have the time to appreciate it. It's so different from Aisleen but I like it. It's nice to see creators try all different kinds of genres. Good luck with your future projects. :D
Interesting mechanics. The game really got tricky at times. Wish I'd seen the "swap controls" button before level 15, it took me at least the first 10 levels to get used to it and I still rotated straight into spikes by accident sometimes.
The game isn's perfect, but it was lots of fun. I had a few comments after a few playthroughs. The hit box is too big in my opinion. In most bullet hells the hitbox is only a part of the sprite, the size of the wizard's hat or smaller, to make most damage avoidable. As for damage, both ice and fire are viable, I had a lot of fun with both. My ice build's damage output was a bit lower, but the added slows and increased damage of freezing nova (though I didn't put any points in Deadly Nova) made it a fun alternative to tiri's triple fireball build and easily passed the 600 point mark too. Divine struggles severely damage-wise, as it's the only tree whose basic spell does not deal aoe damage and judgement is too mana costly to make up for it. Even with the tree maxed out, I found myself leaning towards fireball for its aoe damage and quickly abandoned smite altogether.
That is my fault the fragments weren't intended for use in battle, it will be fixed in the next update. Sorry about that!