Fun for about ten minutes and then you've seen everything the game has to offer, but hey, there's room in the world for bite-sized games too. What's there is flawlessly executed.
The momentum and acceleration were unintuitive to me. I felt like I had very little control over how far I was moving, so stopping to avoid crushers or jumping across pits was more chance than challenge. While I appreciate the checkpoints and unlimited lives, I only got halfway through red and orange sectors before giving up.
This is like a remake of Casablanca with community-theatre actors. Maybe it's fun to produce, but there's no point in watching it when the original is better in every way.
There's nothing terribly original about upgrade games, top-down shooters, or fantasy RPGs, but mash 'em all together and you get something pretty darn fun. Nice job on carrying over the best elements from each!
Like xyroclast said, the mechanics are the best of this type of game. The actual levels, though, vary wildly in terms of difficulty and interesting tactics. The content just isn't worthy of the gameplay.
A hint button would be great -- on a few puzzles, I have no idea where to start. There were a few too many "fold the paper into a line" levels -- after figuring out the T, most of them until the B were more tedious than challenging.
With only one unit left on each side, I used the "instantly kill 1 enemy" bonus. Apparently a tie is no better than a loss; I was "defeated" by the remaining non-army.
A refreshing momentum game, reminiscent of Yoshi's Island skiing levels. The hat challenges are ridiculously hard and specific, which dampens the incentive to replay, but it was a fun way to waste a couple hours.
Never mind my last comment - sound isn't needed; it just took me a while to figure out the riddle and the hint. I'd forgotten that the character in the corner is Ubooly (like in the game title), so that made the hint hard to understand.
Please add to the description that this game requires sound. I liked the puzzles, but I can't get anywhere with Hums because the speech isn't captioned.
I don't have much feeling of progress. Many upgrade games have "story mode" along with "endless mode," but if you don't want that, more stats and achievements would help. As it is now, there's nothing to work toward once I unlock the brewer. I get a score but there's no way to compare that to my previous runs; I get trophies but can't see my collection or which I haven't gotten.
Grammar nits in achievements: Headball Master - "Hit a guard..."; Demolisher - "Break a wall..." (or better yet, "Break 5 walls"); Catch Me If You Can - "Complete a level..."; Noise in the Ears - "Fail a level..."
Minor issue: on level 13, when you need to hammer through the ceilings, they won't break if you're pushed against them when you hit Control. You have to drop down a bit, which confused me just a little.
I played through the game again, and your changes really helped smooth out the gameplay! The elevator triggers are natural now, and jumping is so improved that Level 11 is maybe too easy now. I think the girder changes helped too, although now I'm familiar with the levels so it's harder to tell. I appreciated the "hide" puzzles and later levels a lot more, now that I wasn't struggling with the controls as much. I agree with ellelis, the Space key should act as "next level" on the completion dialog. It'd be nice if descending elevators wouldn't kill you, but that isn't a big deal. Thanks much for working hard to give your game the polish it deserves!
I really like the level designs and concepts; there are a few places where you can get stuck in a hole, but the levels are short and R restarts quickly enough. I wish I could trigger elevators when I'm standing on them, instead of to the side, and that they moved more quickly. It feels like there are too many and too few keys -- I'm on level 28 and I still hit the wrong key, but I get annoyed at how Control triggers the "invisible" powerup when I want to throw. The comment by Snaks is probably due to the poor elevator control placement, not a reason to add another key. It's sometimes hard to "read" the levels; there's not enough difference between cosmetic scenery and solid walls.
thanks for your comments! I've done a few changes: the elevators move more quickly, and you can trigger them standing on them ( not only when you stand near the elevator buttons ).
now the decorative girder objects are less bright and I've removed some of them. the solid walls look more contrastly. hope it will help to "read" the levels.
the usage of the "invisible" power-up is a part of a puzzle. you have to choose a right sequence of actions to use it properly. maybe that is not so obvious and a little bit hard to understand. but that is why a main part of these levels moved to the end of the game.
The physics engine really detracts from this game. I've missed jumps (hitting my head on the ceiling), gotten killed by sliding panels, and just managed to throw my head over a robot instead of at him. I'm annoyed at the bounciness and randomness sometimes killing me, when I'd rather be concentrating on solving the puzzles themselves.
In Ashwood Forest, five screens east of the Healing Pool, there's an impassible section of spikes. The mouse makes it look like it should be a walkway, as there's no square of red between the north and south; not necessarily a bug, but not great design when the passageways are already often confusing. * On the food market/windmill screen of the village, my FPS dropped as low as 18; it's generally been at 26-30.
Top notch!