Wow, those are a lot of responses. Just started playing again, and I see I can distribute points to all trees now along with the other positive changes. Great update, it's only a shame I have to start over but it's understandable I suppose.
Why do I lose all of my levels and gold when I die? I mean, it's not like either are a limited resource. I could've spent the the same time grinding a lower level and kept what I earned, but instead everything I did was completely wasted. This just pours salt in the wound when you die on the last wave.
we made this game during the event Ludum Dare, during 72 hours, so we had to rush the main features and let the level design really small, sorry for that! And thanks for your feedback =D
Would be great if we could go back to levels we've already completed, or perhaps a password and a command "load_prog(password);" to keep it in theme. Other than that, it'd be interesting if you added function functionality, like that password example. Say "swd(2s);" to use the sword in 2 seconds after running the command, or "swd(2x);" to use it twice consecutively. It's a neat concept, and it'd be even cooler if you expanded upon it with more simple programming semantics.
Damn, just found out about the reply butto haha!
@Fxie Yeah, some kind of overworld would be sweet right? Also to keep track of how far we've gotten. I don't know about the load command, perhaps just an auto save, but I'll have to figure out how it's done. Also, totally digging the idea of commands with parameters ( right(200px); etc ), but again, I'll have to figure out how it's done o-o.
Great art style and overall presentation, however in the end it didn't feel that I had contributed anything to the overall progression of things. I understand the concept that you make your own decision based on the way your questions have been answered, but the questions themselves weren't connected at all. It would have been nice if each question could have branched out a little, offering a few counter-arguments to those of the pope's. Even nicer would have been the ability to completely stump the pope, though you may personally prefer to avoid the idea of one side prevailing.
Yes, this version has the inevitable doom of saturated colonization, but it would be neat to see a full simulation where a player could make it perpetual.
Thanks for playing.
The opening is absolutely lovely, though the animation thereon feels lacking. One suggestion I'd like to make about the controls, however: if you could switch jump and boost, I think people would find the controls a lot more comfortable. So far I've killed myself jumping instead of boosting and boosting instead of jumping because up means jump in my head and I'm sure many others'.
It's games like these that make me wonder who's really the monster here. Is it the orcs and the goblins who stand idly around in their homes, or is it I who run through their homes spearheading them and taking their loot?
... It's probably them.
So much nostalgia; reminds me of the good old turn-based Final Fantasy games on the SNES. I love how well everything scales (actually feels good to get rare drops) and how much content there is in this game. Just like the classics.
I actually like the tighter level design, as well as all of the other updates this developer keeps pushing. It's great to see new content instead of waiting for a dumb sequel. As for switching lanes twice: if you've been trying to get the most out of your combos before, you should be used to this. I don't find it interferes with the flow, just adds some much appreciated variance to the relatively repetitive gameplay.
Yea, apologies for the data wipe! All future updates should not require any wipes. Thanks for playing!