Nooo it cant be !! :'( . I spent all my game trying to save money, use retro weapon, save on ammo, run over all the credit... And when i reach the last 2 levels... there is nothing more to buy anyway... I did all that for no reason...
Other than that, 5/5
This game is too easy ! You should make save crystals before each dungeon. We could try a quest and if we dont manage it because it's too hard, we'd need to go around and try to level up a bit. Also I dont get why we regenerate for free between battle ! We should use potions or else try to quit the dungeon, sleep outside and try again.
I like the concept, but something is wrong in the execution. We too quickly and too easily hit the top speed production. There is quickly nothing more relevant to optimise.
1 star for the graphics and one star for music and ambiance. You end with 2 stars ! Sorry to be that harsh but from game mechanics point of view what is this game ? A left/right/jump with keys and collectables forcing you to run in each single walls. Walk on each single ground, look under each single rocks to end the game... That's it. I'm frustrated Because there is so much talent in there... Spoiled...
Well, I was trying to stay true to the first game, since it has a big fanbase. There is a big audience out there who just wants something simple and peaceful to play, you know? I originally wanted to make a more traditional platformer, but I think I'll start a new series for that. William and Sly will always be non-violent. Don't worry about wasted time, though, all the code is very reuseable.
Sorry not me. I gave you a chance up to the level 11. But there have been nothing until now to catch me. No original power, no original level or atmosphere. Perfect execution of "running to cristals from one door to another" game. But miss something innovative...
This is a so much frequent mistake but I'll repeat ^^ . By making the skill cost progression so high (2x each level or so), you make the player "square" his character as the only obvious choice. And only one choice mean no purpose to give buttons at the first place.
I'd suggest we could block some floor for elevator. I believe that it is what is missing. So we could make an express elevator that only go from floor 0 to floor 10 to floor 20. With this and a bit brighter ai that prioritise such elevator if possible we could do much more with less elevator.
A red ball that cross a blue line should die... that was like that in tron ! And that definitively lack of serpents that try to eat the missiles. Good job, remember me of another era.
I was hoping the different character would have other set of equipement. Or at least other set of books (4/5 because of that). If you want us to restart, you need to make those enemies a lot stronger the second try. What else... oh yeah ! the weapons are really too easy to skip. Not enough difference/no speciality/easy targets. You can easily skip to the last weapon which make the game enven more easier afterward.
Saddly for me the game as good potential but the fact that I am constantly solicited to use the mouse at gold tracking task keep me out of that zen, contemplating state that should imho be the goal of such game. Create 3 or 4 new skills just to keep my second hand and mind "busy" and I believe this will be a lot better.
If the game concept is that you must survive and unbearable noise making alien. I'd say SUCCESS ! Otherwise if it was meant to be a pleasant game, i'd say you have a bug on my computer.
All elements oscillate from the start of the level. Sometime it's intentional as a timing click can solve the puzzle. But most of the time it's just random stuff. Same solution : sometime it work sometime it fail. I really hate that sorry.
It lack of strategy, good game, good concept, but I have ended each level of normal with the exact same strategy : power → power → power → special weapon → spam XL ships → profit. There is no need to change based on what happen or what skill you have. Once you found the trick (and it's the same in all games of this genre) there is no much merit at winning this.
there is way too much fuel. Encouraging careless players to just rush around. It's better than taking higher risk with slow orbit around all those bombs. I suggest you reduce the size of the ship. This would allow player to make cooler gravitationial fling by getting closer to the planet. Too easy the way it is.
The final boss is way too hard, each time think I have a chance, I get a sticky key and my character run into the hole. Just to survive to the last special attack you need 2 hearts out of 3 possible. So if you lose one elsewhere you dead. since it's complete randomness he might attack from high many concecutive time.. and just because of that bad luck : your dead. Worst, once in a while he'll teleport on you : Dead. No ... wait... I survived what i think is the last super attack :D omg i have a chance :o ... STICKY KEY ! >.> dead
First I play normal, then insane. And today i come back to see if by any chance "original" would be another set of level... and YES. for that 5/5. I came to master that time stop + teleport + trap finding power. I want it in all the game I will play now. Excellent job.
I don't get why there is yellow spot where you can repeat an easy battle while all the game is already a repetition of easy battle... I'm sorry. For me it's getting too long
Well, I was trying to stay true to the first game, since it has a big fanbase. There is a big audience out there who just wants something simple and peaceful to play, you know? I originally wanted to make a more traditional platformer, but I think I'll start a new series for that. William and Sly will always be non-violent. Don't worry about wasted time, though, all the code is very reuseable.