the only issue I have with this is it suffers, from what I can only ASSUME is it's spirital ancestor, the same issue as Phoenix Wright- that while a player may be perfectly able to articulate WHY something should/shouldn't work, it is not inherently obvious what exactly should work where. The only thing I can't decide is if this is more or LESS troublesome then when talking about THE LAW.
Obviously- there's not really a whole lot you can do about that other then make things glaringly obvious- which you don't want to do.
also- your combo shouldn't end while you're in mid-air, given the number of enemies that take multiple hits, once you hit ground? fine, combo gone sure, but not while you're still in the midst of actually COMBOING.
I retract my previous reliability comment, now three-four times in a row I've seen a set up that grants the CPU within three turns, roughly 25-30 or so long branching tile paths, where no matter where I st art, I'm only going to hit 10-12 max.
you made a response to a comment about blaming it on the board, that's exactly the point they were trying to make, there's a level of randomness that makes a board inherently unwinnable, suppose a cpu is given *entirely randomly of course* a first move with a huge area, that is attached to three other huge areas so on and so forth, and you start off with at most, two hexes leading to maybe two more hexes of color, not saying your boards are THAT unreliable, but i've seen close approximations of that, and while it may not "technically" be unwinnable, it certainly seems that way.
Dying after spending a skull on live. arrows frequently phase harmlessly through enemies. empty ghosts should probably be removed from list. Having spaces for 5 hearts is a bit silly when you can't upgrade with say starting max health, dash attack distance upgrade might be useful too *because I get hit by non-dangerous enemies at the end of some of my dash attacks* On the upside I appreciate the fact that you made it so having a skill related to a certain enemy makes that enemy show up basically as soon as you start, rather then what I'm sure most any other game would do and just be like "wellp, gonna have to wait a while for that skill to be useful!"
You're now invincible when you spend a ruby skull to respawn. Arrows will no longer pass through enemies. You can refill or trash empty ghosts from your list. Thanks for your feedback so far
Please don't make in game achievements associated with unrelated social media. Or if you do, at least make their point values not necessary to get the maximum rating, because honestly? I want nothing to do with Twitter, and I don't like random facebook pages just because. And it's silly of you to in a sense, punish a player because they don't want to do those things that are unrelated to the game itself.
the exploding bullet bonus *or whatever it's called* shouldn't count as missed shots *because NO, I shouldn't have to make sure there 6 or 8 targets for every bullet*
I see it now, they aren't BUGS, clearly the wholesale Bloon genocide is driving super monkey MAD, and we're seeing him suffering Insanity Effects Ala Eternal Darkness. spot on. spot on.
This is practically unplayable until you guys fix the various upgrade glitches, such as all my researches dropping to level 1, or clicking off my current level of weapon loses it for me and I have to repurchase it. even then, it's a less then stellar grindfest that is designed to punish you if you don't buy JUST the right upgrades the first time around. buy a weapon to high level that you guys built a level SPECIFICALLY to screw over? WELLP. too bad!
I'd like to be able to lower the quality more then just "this is what the game comes at" I also believe that the upgrading takes waaaayy too long to do, I'd consider either upping the value of the money drops, dropping the price of the upgrades, or some combination of the two, otherwise it's just a relentless grind *I realize we can purchase stuff, but you shouldn't design punishing grinding into a game just so people will give you money* also- the laser whip doesn't feel like it hits consistently unless I whip the monkey around the screen.
Is there a way to reset medals so I can get them on a new file? I wanted to start over so that I could benefit from the now reduced costs of late upgrades and boost from late backpack upgrade, but without the income from the medal rewards it's just not QUITE the same.
Peace. Peace never changes. Since the dawn of human kind, when our ancestors first discovered the killing power of Peace and Discussion, blood has been spilled in the name of everything: from God to justice to simple, psychotic civil discourse.
voice acting is... sometimes alright to do in games such as these. However, that's if you have GOOD voice acting. The voice acting here wasn't. It was bad. Not the WORST I've heard I'll grant, but bad. It might just be better to take it out of future games, let people supply voices from their own heads while they play.
Couple things- 1) this sort of falls prey to the same problems that similar games have- having already done a task doesn't count until it shows. which is annoying. what if I already had a huge game where I hit 20 mines in a row, but it didn't count until it shows up? disheartening. 2) crashing at certain points should not be a mission. plain and simple. it breaks flow.
The upgrades are too few, game too short. Also- because of the nature of the upgrades, you're stuck with a general spread fire, which is fine when you're fighting multiple enemies, but not having a CHOICE to have focused weapons systems instead *for high DPS on bosses for example* is a downplay. I almost always prefer to go for the narrower attack with high power in these types of games, so when I'm stuck plinking away almost harmlessly against a boss or just a hardy enemy with only 3 of my 11 potential shots because I'm dodging, I just get frustrated.
yeah, speed is an issue. if you're going to have achievements based on playing it multiple times on different difficulties? don't make it so painfully slow to play.
Is it supposed to be that your attack speed slows down as you level up? because I'm finding that despite earlier attack speeds *as a death knight* of 2.4, with nothing but IMPROVEMENT I'm suddenly at 2.55 or so? and I'm fairly certain that smaller is better in this sense, unless I'm mistaken.
attack speed is a ratio of strength to agility, so if you stack strength attack speed will slow down. Even though as a strength class your swing will gradually slow down, each point of strength still increases your basic attack dps by the same amount a point of agility would. Since your talents are all based on strength, that is the best way to go. To put it in real world terms, if you get stronger and bulkier but not more agile, do you think you can move just as fast?
Increase the slot machine speed *we get it, it's random chance, doesn't mean we want to WATCH it*, the spawn points are.... random, and occasionally unforgiving *spawn next to three enemies 5 times in a row? okay spawning, sure I'd love to give them five points* and there is an occasional bug where I lose the ability to jump
You're now invincible when you spend a ruby skull to respawn. Arrows will no longer pass through enemies. You can refill or trash empty ghosts from your list. Thanks for your feedback so far