What's the point of upgrading incindiary shells? I recommend the first upgrade of it only. And the mines seem to dissipate after one round in levels that actually need them [like the blue area on hard mode].
I like the scenery, and it runs fine, but there is a serious mouse-off-the-screen issue here. If there's some sort of fix for that, I recommend putting it in the description of the full game...
To selfdefiant/doublenix: if the rooms were named like the maps in Silent Hill, the map might be a bit too easy to use. But if you could write notes next to each room, you could name the rooms yourself. It'd be immersive, it'd add to the atmosphere... Eh, or just do it blueprint style. Anyway the map and the cool drawing feature were of no use to me, but I loved them just for being there. Great style on this game. Thanks.
I laughed. A lot. I was also a bit annoyed with bits like the last fight and the unclickable text button mess, so here it is: use the tab key, and at the end, click his right leg, left arm, right arm, left leg, and head. Thanks for the game.
So there is no time limit, aside from the timer that speeds down to zero before I can fill in half the goal thingy? Where's the challenge, what's the point? Am I missing something here?
Try maxing the speed, and taking the friction to about 1/3rd. Raise your attraction power to the max, then set the cursor at the middle of any edge of the screen, remove the boundaries, hold down left click. A stream.
I'm sick of getting stun-locked at the last boss. The crazy monster is right anyway, Amea should just die gratefully. The game's going into my favorites anyway, despite my hatred of the protagonist.
I seem to have obtained the week's high score [so far, haha, the week began six hours ago here] by using the FRS shotgun thingy on Hard. Its damage gets severe considering its constant criticals. I wish I could see what weapons I picked up while using the nifty anti-auto-select feature. And I wish I had seen more of the rare and difficult enemies. Power-ups also seem to decay while placing perk points. Still, 5/5 + faved.
I don't know about loss of depth in Unity games. This is fun, moreso than our average fodder. Still, I have no idea how to get up the second sloped block in the second level. My play experience unfortunately ends there.
Reminds me of Knytt... I loved this when I realized there was no "good" ending. Or maybe there is, if you can cross the ladders on the underside of the start area, but I fell with the sword, and that ended my game for good. There's no way I'm doing this a third time just to explore one other path, and that bothers me. Still, 5+♥.
I like the variety in solutions. My story may not have made as much sense, but I enjoyed rebelling against fate. Thank you. 5+♥. Is there a fourth hidden level...?