When I'm up near the top of a board, it's difficult to shoot a hook with much force. Maybe the strength of the shot should be based on holding down the mouse button and not how far away the pointer is from me.
I see the updated instructions, but you still say "shapes are numbers", which some may still find confusing. It should say something like:
- Each shape has a number of sides:
(•: 1, /: 2, ▲: 3, ◼: 4, ⬟: 5, ⬢: 6, ✖: 7+)
- It’s just ADDing up the sides, • + ▲ = ◼
Thank you for advice. We added your suggestion to the instruction. however, what we meant by "More clear instructions" was we've updated the in-game tutorials to be more intuitive and precise. If you want to see how it changed use another browser you haven't played on, it will show up in the early levels. Thumbs up for your kind suggestion!
Interesting game, but in your explanation simply make it clear that the user has to add up the number of sides of the "match" objects to get that "target" object. Or as suggested, give the user the option to use numbers instead of shapes (but I get the aesthetic of using shapes)
Another great entry in the Hat Wizard series. One request, can you make the goons look like elves? (Not that they'd be elves, but they might disguise themselves as such)
The mechanic for the axe rebound needed to be clarified more, that it would track you and not just "naturally rebound". A level requiring the mechanic to be used in a simple manner would have be extremely useful.
I love/hate it when I play through a game again like I just did with this one and puzzles I know I solved the first time take me a while to solve again.
It is the mark of a great game tho.
I look forward to a sequel with both characters working together.
Interesting variant, but it gets a little annoying when it seems to purposely avoid giving me the piece I need. A little more random variation in the piece supply would be good.
hmm i think there is no jumps that have to be pixel-perfect... where are you having problems to pass?