I enjoyed the game.
And I don't usually mind the "Get more awesome items for Kreds" mechanics, as long as I can still play the game.
But making Health Potions cost rubies... SERIOUSLY?
I just... I'm sorry, but that just ruined the game for me.
I understand game developers need investments and so I'll never speak against selling more epic gear and other buffs for Kreds.
But... Health Potions... The one thing you begin to need any time you play an RPG...
That just makes it unplayable to anyone, who isn't willing to waste money on one of the MOST BASIC of gameplay needs.
Enjoyable, but due to the non-complex gameplay and middle level difficulty in obtaining a perfect score... I found it rather short.
I'd love for a second version to come out, with at least twice as many levels.
...
Another is the bad collision detection. I had a block fall through the landscape, I had the character fall through blocks.
The third is the way you can't actually "fling" blocks offscreen. The moment they reach the right edge of the visible area, they disappear and appear almost neatly stacked when the camera follows our character to the next part of the level.
This was rather annoying.
I am not going to comment on the lack of in-game menu, in-game story concept and in-game tutorial.
The inability to turn off the music loop was also unpleasant.
All in all the gameplay concept is fun, but the game needs more tweaking and more thought and just more work.
Thank you for such a great Review!
Indeed, I am too hasty with the release of the game.
I would try to improve all the things that you say in the next updates.
Unfortunately, the bad collision detection is the bug of game engine, and i can't do anything to improve that.
This game is also plagued by flaws found in a similar flixel game from a week ago.
One is the controls - the way the character and the blocks slide to a halt is more than annoying. Coupled with the buggy mid-air control, this makes precise jumps a very unpleasant task, and this game is made mostly of precise jumps. On the note of controls, I would also like to point out, that most gamers nowadays have grown accustomed to having their "UP" (in this case "W") button double as a jump button, if there is no other function assigned to said direction. You could have added that option as well. A lot of people might find it more comfortable...
Awesome!
I missed these old pirate-y point and click adventures.
Everything made sense, nothing was highly-illogical or exceptionally difficult to figure out, but still made you think about it.
And the visuals are pretty sweet too!
Thanks for a fun time, mateys! May you glass never be empty and your bellies never reject the rum!
I'd love to see what else you can do with these characters and settings, or... New ones. :)
This game was quite enjoyable, both stylistically and gameplay-wise.
I only wish there was more of it, as I would have enjoyed more of the great visuals and pleasant, casual gaming experience.
After finally playing through the whole thing, I must note that despite some flawed logic here ant there, the game was as solid and fun as the last one. The only thing that fails to grab my attention, though is the lack of any real innovations. This game feels much more like an expansion pack than a " Game 2". I don't know how the phone game goes and what amount of effort has gone into it, but this flash game should either be "Doodle God 2 Demo" or just "Doodle God 1.5". It really didn't feel new or different or more interesting than the original.
The game's logic sometimes just boggles the mind...
How is it that Corpse + Music = Nothing and Corpse + Rock and Roll = Nothing, but Corpse + Electricity = Death Metal?!? Makes no sense to me whatsoever.
I felt as though the author of the game wanted to make a difficulty setting, then the code somehow got stuck on Nintendo Hard and they couldn't fix it without starting from scratch.
I will be honest - I really enjoy the "Armed With Wings" saga. Every game that came out in that world was fun and pleasant to play through...
And this one - this one tops it all off with a brilliantly executed game both in style, mechanics and fun factor. Bravo!
It was a really pleasant looking game, until I got to the level, where the water rises. Is that level passible at all? I did my best, trying more than 20 time with different stacking strategies, but the water level seemed to be just a bit faster than the swing time of the crane, making it impossible for me to drop blocks with the speed necessary for building more than a few floors.
Thank you)