I have no idea what the "power" stat on a weapon does. I'm hoping I can make it to the end of story mode in this speed point-and-click just to see Dude realize he's alone in the cage, and utterly mad.
This game's visibility is far too low. My friend list is full of people who like psychological short games, and most of them haven't played it. I didn't hear about it until today. What gives?!
This game got a 5+♥ from me for being wacky like it really meant it. Also somehow it doesn't lag my old rig; I'll chalk that up to good programming. But why do we only have the option to Twitter our scores instead of sharing them on Kong? This is a funny, easygoing two-buttoner with badge potential, so where are our jump combo and grind length scores and so on?
My inventory is plagued with superfluous quest items from completed quests. I'm too scared to sell them since I've heard of so many people getting stuck after selling quest items. And the shops are the most dangerous part of the game thanks to the one click purchases and cluttered lists [what did I just sell?! Did I really need it?]. None of this game's worst issues deal with repetition or actual gameplay...
I liked it. Too few point and clicks have loss scenarios. Just one complaint [aside from the lack of credits]: I wanted to SEE him get smashed, stabbed, etc... The cutscene is still nice though.
Good point kor_hohoho. The music is from Elona. Noa [at http://homepage3.nifty.com/rfish/index_e.html ] does permit the music to be used in other people's projects, if I'm reading the Google translation correctly, but I'd have no idea how to inquire about if credit was given or desired.
I find the controls here, and consequentially the difficulty curve, far preferable to Meatboy. I just wonder how those soldiers have eyes in the backs of their heads.