Pretty good, but you should add something to give us incentive to play through it. Kong badge API would be great. Internal achievements (besides the flowers appearing) would suffice.
This seems to be a poorly executed ripoff of the Zelda battle engine. Simplicity aside, it freezes, and it's annoying not being able to make turns because you aren't in precisely the right spot.
A nice concept, but it ends too quickly: there needs to be some way to replenish your rope supply. Also, there seems to be a bug in which the rope doesn't always shoot straight out from your ship.
Thanks, Actually, the only way to replenish the rope is by rescuing people. I'll think in some other good way to do it, and to improve the controls too.
There's one problem with the walkthrough that was linked: it doesn't say which coin corresponds to which position on the collection screen. I thought I got all of them, but I'm apparently missing the top "skull" coin. And I really don't feel like looking through all of the coin locations again to see which one it is.
Another bug: it looks as though when you use a "power down" attack on the enemy, the power isn't restored when it "wears off." So then you can re-power down to weaken the foe further. Repeat until enemy attacks are negligible, and you will never be defeated. This makes the unihound (with both a power down attack and a heal spell) massively overpowered.
The descriptions say that certain weapons have special effects beyond their base stats (e.g., stealing health), but none of these seem to work. This is presumably a bug that needs to be fixed.
What can you actually craft using leathers and plates? Are we just supposed to sell them for cash after making them out of the common drops, or is there something better to do with my huge supply of them?
At least the hard badge doesn't require grinding through to perfect completion this time. Actually, it's too easy, but that's better than playing this boring game for a month.
It only took about an hour and a quarter of gameplay for me to achieve all everything but the "two hours" achievement. That's a bit of a design flaw--I shouldn't have to leave my computer sitting doing nothing for nearly an hour in order to complete any non-MMO game.
A good start, but it's going to have to get a low rating simply because it's so short and easy that it's hardly worth playing. Once you finish the whole story, combine all the chapters into a single game and that'll probably be 5/5-worthy.
There really should be an option to voluntarily cede territory when you're overextended, so that you don't have to sit around waiting for the casualties when the zombies inevitably take it.
Typically, in slicing games like this, the strategy is to isolate balls in small sections of the board. Requiring all the balls to be kept on one side is a new twist that makes the game much more challenging (and frustrating).
You don't HAVE to build up huge planetoids to win this. Even the final boss can be killed if you keep chipping away at it with small stuff long enough. Of course, whichever way you go, it takes a long time.
The scoring formula in this game is crazy. You get points for building and killing troops. So, basically, a slow war of attrition is more profitable than a quick, decisive victory.
Thanks, Actually, the only way to replenish the rope is by rescuing people. I'll think in some other good way to do it, and to improve the controls too.