Wow... In the tutorial, I was convinced this was going to be a horrible Phoenix Wright clone... But wow... This game impressed me in EVERY way. I just spent two hours straight playing through it. I can't remember the last flash game that had me so interested, with such good humor and flow. Definitely one of the best I've EVER played.
I tried to fix the problem where it wouldn't register the completing of certain levels, so that change may have altered something with the save data making it go away.
Several glitches. On my first sitting, I went through level 52. Now it's not registering my level completes for any level past that. Also, some levels are very easy to glitch through by jumping down a bit and using the momentum against a wall. A good example is level 49 - you can get the key without going around the circle if you just jump off the first ledge, then run back and spam jump against the key wall.
It's cute. A bit short, and not that complicated... I suggest adding in more obstacle-like levels. The few levels there are are very easy to figure out by just trial and error - I only struggled on the very last one. Also, the level complete pop-up bar gets in the way a LOT. Especially if you are trying to adjust something that's behind it. Other than that, it's a pretty good game.
Amending my statement that "This game isn't that good" - It's a TERRIBLE game. The first 56 levels have several flaws, mostly around the inability to understand or control the blue magnet's strength or the yellow magnet's teleport. They were playable, but not that hard. But the last three levels... I don't even know what the developer was thinking. Forcing difficulty by abusing the flaws of the game mechanics is NOT good game design. PERIOD. For every comment that says how bad the last three levels are - they're right, and it should further reduce the quality of this game. Those who rate it highly sadly don't know good games.
To be honest, it's not that good... The game itself is almost too simple, and the ONLY reason for difficulty is that it's impossible to visually tell how powerful a magnet's pull is or will become after holding it down. In the first 10 levels, which ideally are tutorial levels, most players will die ~40-50 times. The music becomes painful after a while and the visuals are dull... I honestly can't see why so many people would rate this perfect.
I am again disappointed in Nerdook. This game had a lot of potential, but... only 9 levels? Most of which are situational and upgrade-dependent? I got to the last level in a little less than an hour, only to find I have to grind for another hour to be able to beat it. But a two hour game that didn't even get a hard badge? Come on Nerdook. Even the first game was better - it had 12 levels, unique achievements, and neat upgrades. When are we going to see more gems like what you've made in the past?
Dunno if this will get seen, but to the devs - since you are looking into how to feed while in town, why not have a "mock dining room battle" that uses the battle interface but really only allows you to feed your troops?
This game is just not good. If any of the complaints were changed (upgrade prices, upgrades carrying over, getting hit reducing health AND time, difficulty curve, sloppy control, etc.) it would decrease the game's difficulty drastically to the point of being too easy. So while I applaud the ability to throw bad game mechanics together to make it hard, it doesn't make the game actually better. I really can't rate this high with all the combined flaws.
Surprisingly more difficult than I thought. A bit too short though. I think you have a great foundation for a game, but you progress through it way too quickly, and the levels become very repetitive by the end. You should definitely experiment more in different ways to change how the difficulty is presented - new enemies, obstacles, different types of bullets to dodge, etc. Also, make a more in-depth story to lengthen the gameplay - you get all the characters by stage 6 and only three bosses? Too fast. Maybe try some challenges for levels (don't get hit, pacifist, etc.) Overall, it's really a perfect start - now just focus on the smaller things to make it a perfect game.
I've just steadily grown more disappointed in Nerdook's games. This one feels like half a game. There's no way to really upgrade yourself, so a lot of it comes down to luck. Pushing the enemy back quickly is actually a BAD thing because their tower will kill you faster than their units. Strategy is nonexistent because you can't alter your style in between fights or predict the enemies assault. And the gameplay is bad too - five straight fights for virtually no profit. It's a frustrating and dull game at best.
Things I dislike - Poor design choices in RPG Maker and poorer ripping off other games. I know it's a free thing, but so far, I dislike how much I recognize. It feels more like you took things you liked and put them together, not made a game yourself.
I agree that you didn't really explain your game well enough. Ohbye mentioned the tangent lines instead of which side of the asteroid controlling the direction. You also didn't explain that the goal is to actually DESTROY asteroids to reduce the uncontrollable speed. It's a very easy game if you get speed -> break asteroids -> reaction landing to get more speed.
Since when did flash games HAVE to become this big? It's really not necessary, and it's rather annoying actually... There's a reason F2P MMOs like DOTA and LoL require downloads and competent servers.
8 mil isn't THAT hard to get, especially if you are only here for badges. Use your free Suns to buy an epic item with 200 attack or more. Then split points into Energy and Stamina to keep leveling as you play. Just check back every hour or so and you will be doing 30k damage every 20 stamina - meaning only a few days worth of work. I took out the first two raids solo and am almost done with my badge. So... can we stop complaining about the badge and just get it to be done?
The only problem is that the difficulty curve doesn't match the leveling curve. I got completely stuck at Moon Castle 1, and had to grind for nearly an hour to get the gems to pass it with the same team.I know it's a short game, but it completely ruined the Juliet achievement for me, even though I reached MC at day 50.
So many problems... No handling upgrades, yet you clearly expect handling to be an aspect. Many of the levels are actually hindered by high speeds, rather than helped from Engine/Boost upgrades. Enemies are at an advantage since they get boost for free, while we have to drift. The "difficulty" in this game is not in the player's control, and it's terrible to have to play through.
It's not a good game or sequel. 1 hour in, I had all the upgrades. 2 hours in, I'd beaten everything but challenges 5 and 8. And those two are more unfair than hard, by hour 3 I had them. It feels like half of the first game and the "upgrades" are hardly worth it. I think it was hastily put together, and it's lacking in every area overall.
Pretty good. A few things - Clarify - the game doesn't save after beating a boss, it saves after you pick up Magic. Also, Magic is something I honestly dislike - with only a few Spells, why keep downgrading back? And although I loved it, the game feels incomplete - after playing a while the patterns in design AND playing get a bit dull. Can't wait for more updates - you HAVE made a solid game :)
I tried to fix the problem where it wouldn't register the completing of certain levels, so that change may have altered something with the save data making it go away.