At first I thought there may be something special at the end of the month and I played through until then, saving ingredients with most of my upgrades purchased (really wanted not to trigger something before I'm sure there's nothing else). On day 32 I gave up and sold my loads of ingredients. Unfortunately, I'll never find a use for those hundreds of thousands after I'm done with my llama plan of world destruction anyway.. I reaalize that 3 days is not the kind of time to start thinking of easter eggs, but I'm still disappointed it took me this long to realize there's nothing, not even another red letter from the demon or whatever. Ending the world over fresh grass I could afford acres of at that point was fun anyway. Cool game, I will never get tired of llamas.
I like how widely the endings differ. The first time I wanted to see how bad it can go - my party didn't even reach the dungeon proper. The other time I remembered the solution from years ago and got out unharmed. Still a fun little game.
Fun game, but I ran into a bug on my first attempt. I interacted with everything around me, got the cockroach, tried to put it in the toxic waste and talked to everyone in the nucleus tower lobby. When I entered the lab for the second time, the conversation with the uncle meant to give me the list and access to my place never occured. Both him and the guard just read "I have nothing to say to him." When I did the bare minimum next time, it let me progress past that point.
A platformer that doesn't force you to repeat series after series of pixel perfect jumps? A top-down box moing puzzle that doesn't make you restart long segments after one wrong move? Well sign me up, this was more fun than many games in the genres with unrestrained development time. I really like changing mechanics between characters and this is probably the first time since Thomas Was Alone that I've had this much fun in a platformer.
Bugs are popping up left and right. I had the screen get stuck between two levels and bugged achievement counter spam my screen untill I refreshed in under 15 minutes of gameplay. The game's still lots of fun, but it could use some fixes.
The graphics are so pretty, especially at the glowing gems bit. I like the wordless tutorials and clean design. My one complaint is that pulling out a block that is out of place is sometimes impossible without restarting a level. On level 23, the three "brush" pieces cannot be removed for some reason, and the smallest piece can be connected with the big one so that they overlap. I messed with the others pieces for a bit and the squares and circles are also unremovable (but don't seem to overlap with others).
Pretty solid game, I like the style the monsters are drawn in and the balance feels right. Some additional tooltips, like info how attack speed is calculated and how much of a stat you'll receive after putting a point in it on level up, would be welcome. When a crit procs, that attack doesnn't deal the 25% damage to surrounding enemies. I now understand that "basic attacks" in the talent's desctiption mean only the ones without other effects, but it'd be nice for it to be made a bit more clear.
@FarFromGruntled As far as I'm concerned, the dislike function on comments should be used on these "game sucks" comments, which are most of the downvoted negative ones, since they are not constructive criticism and bring no info on how to improve or what players dislike about the game. Don't expect devs to put effort into fixing what you dislike if you can't even be bothered to write a short description of what that is. Comments that show that the player didn't bother to read the tutorial and is complaining about not understanding the game are also not the welcome kind of comments. Gem bombs are thrown by dragging them from your inventory after pressing B. The "bombing mode"'s description provides the full tutorial of this alternate method of using bombs too, right in the gem bomb's description. The only problem with that I can fathom is you not having any gems and trying to use them (which the spell's description cautions about).
I'd love the option to change casting and player selecting controls. After playing a healer in WoW, with F# to target my teammates, I'm used to having player targetting above my spells, not below and I often find myself misplaying because of this habit, dispelling my tank instead of healing up the archer etc. It's a popular control scheme in different MMOs, so I bet many players would like the option.
Puzzle platformers with death mechanics are pretty much never the right difficulty. When they're easy, they're boring; when they're hard, they're frustrating. This one was definitely on the frustrating side. And not seeing the whole level definitely isn't helping. That and the hit boxes on some platforms makes the game not only difficult, but unfairly so.
If you're stuck on a level, it's a good idea to press the left and right arrow. This way, you move back a level and then return to your current one, but it's a new randomized puzzle. Sometimes it turns out to be easier than the one you were doing.
Yeah...I should put some easter eggs in it just like the town did. Maybe next time.