Level design was excellent: the difficulty of switch puzzles was just right, with a touch of action to keep things interesting. Two suggestions for improvement: Some levels are very long without checkpoints, and I was forced to make a few blind jumps where a camera scroll/zoom was sorely missed.
Pretty good, but I gave up on level 12 with the extended sequence of one-hit spikes. Would be better with checkpoints, or difficult sequences only at the start of a level.
My final battle had "105% difficulty". Apparently this means they send hordes of troops uncontested into my territory, while my troops march uncontested into theirs, and then I win?
Best interactive story I've ever played. All of the elements (dialogue, music, art) are excellent individually, and work wonderfully together to create a strong, cohesive tone that makes the story so powerful. I just finished my first playthrough, and I actually can't bring myself to replay it yet: I'm not ready to let go of "my" Quanee and Nora and the choices they made.
I accidentally clicked past the controls screen by double-tapping Space, and there's no way now to see what the controls are. It'd be no big deal, if you actually listed all the controls in Kong's Instructions section!
After a slow start, more shops and money opportunities open up, and the game gets quite fun. I'm also missing the items ephemeralnotion listed, and don't know if there's an ending.
Nice game. It seemed like in one or two spots, it was impossible to avoid taking damage, which is never fun. There are rough edges (tutorial text forgets to mention weapons, shield guys are never in a fun spot to actually destroy them), but overall the challenge was good and there was a nice mix of action vs. exploration.
Wow, I could really use more hearts. I have plenty of money but not much to buy from the shop. I like how stars are kept even after you die, but the levels are fairly long so there's a lot to replay, and it's too tedious to keep going.
Perfect challenge through level 18, then the difficulty curve goes through the roof. It's cute and fun up to 19, and I don't mind missing the ending because there's not really a story anyway.
What is with puzzle games that only unlock one level at a time? I'm stuck on 16; why should that stop me from enjoying 12 other puzzles, many of which I probably can solve?
Those earthquakes are really annoying. I'm quitting partially because I need a break from the visual shaking, and partially from the frustration of losing a three-star completion to random damage.
Hi there, thank you for playing my game. Yes the earthquake can be a bit annoying, however, the rocks are easy to avoid just by determining the falling phase. Once they are going to fall down, they move on start to move on the ceiling. Watch the walkthrough, it will show you how to beat the level most effectively.
The coin collecting is fun, but the shop items don't really help me progress further, ruining the reward cycle of the upgrade genre. The one-equip-at-a-time rule is frustrating, the jetpack is terrible (it should kick in only after a jump peaks), and the gun's slow fire rate makes zombie fighting into a real challenge. I'd almost like it better as a pure action game, without the tease of an unsatisfying shop.
Bouncy and disappearing blocks have annoyingly similar colors. Otherwise, the mechanics are solid and enjoyable. I like to hold the Space bar down and jump constantly; my best run of bunny-rabbit mode is 2 deaths, both in level 3.
Ha, "bunny rabbit mode," I love it! If I make another one of these I might make that a thing where you constantly jump automatically and have to play through that way.
Despite its flaws, I really like the game. It's challenging but not unfair (except that coin in 12), and the less compelling game mechanics don't outstay their welcome. Add restart and an orientation reset after you die, and replace the awful level 19, and it's 5-star material.
The omission of restart, either in-game or on the level-finished screen, is bad enough. But then I finished the last level, and all my progress was cleared! No more going back for 3 stars on the rest of the levels. Are you trying to anger completionists who like your game enough to replay it?
I like how the game tells you when you've found all health or staff upgrades, so even without a map you can tell when to stop searching for missed rooms. I like how you can continue after the game's end, to look for the upgrades you missed. I wish there were more of an ending, or more upgrades like breaking blocks to open passageways, or a bigger world. In other words, I like the game enough that I want to keep playing more!
I would like the game a whole lot more if it felt less like "a Submachine game", and more like "a Krutovig game" in some way. The line-art style, the tone, the secrets unlocking successive rooms, even the font, are all things we've seen before. Don't be afraid to trust your own ideas!
Hi. I have finished the next part of Abandoned. It's not Abandoned 2, but spin-off. Some bridge between 1st and 2nd part. Hope you'll like it. http://www.kongregate.com/games/krutovigor/abandoned-the-cube-chambers/
Glad you liked it! I'll definitely try to improve on those points in my future games.