Came by to finish it before the end of the year and Abode Flash. It was well worth it, great game. Couldn't have had a better choice for my last big Flash game of 2020.
Great game! Challenging without requiring pixel-perfection, checkpoints reasonably close after the toughest parts, and each type of platformer skill introduced, then levelled up, then given a suitable challenge. Very well crafted, thank you!
I'm glad my browser is fine with the memory part, though it was somewhat laggy at the end. I wasn't impressed here, though. I liked Woodwarf a good bit, and expected this to be better, but it looks like this wasn't playtested. The strategy is dead simple, the mechanics around difficulty and upgrades lead to 'sweep on easy, then if you want a few abilities you don't really need, you can re-swwep', the storyline is only nominally existent. I beat it easily enough, but I didn't have fun as I did in the first one, disappointed here.
That was a lot of fun! Most levels I could intuit the right approach on the first or second try, some were solid puzzles, none made me ragequit or give up. Kudos!
Hire? Heck, I've volunteered to proof his games for 'mention in the credits', being a big fan of the games and good at it. He may feel it's part of the game style, but in case he's just forgotten and would like an unpaid partner in the US, the offer is still open!
I'm guessing that a good deal of current frustration is caused by not knowing when the ... let's call it prestige governor kicks in, the thing that reduces your gain because you're making a 'too big' run for your current spend, or so it sounds like. It appears to slow down in the middle of a point. You could improve things by making it transparent -- when looking at prestige screen, mention the current rate relative to max.
bean, if there are any non-black bricks on the screen, then black bricks can only be hit by sniper balls. This can be improved with skills, which you get by defeating bosses, which requires having broken a number black blocks to be able to challenge the bosses.
Wow. Just wow. Hey devs, a tip here -- putting in the same response to person after person pointing out how obnoxious your game is isn't going to make you more believable. This was a bad game when I tried it out months ago, it's a bad game now, and it is *constantly* asking for money.
This game should never have been badged. I feel less of Kongregate for doing it, and I love Kongregate enough to give them money every year just to say thanks for running the site.
Thank you for your opinion. We like constructive opinion, no matter if is a bad opinion of something. We learn from our mistake, and we for sure work in a project to be something more than many of "fast response" players argue in their comments. Is not a secret many of the players just like hunt badges, and will "troll" (not have another honest word) the game just because they delay 10 minutes getting it. The response is according to the lack of criteria of the one who wrote it
We don't need no freaking badges... I tried this out when it came out, and I really don't want to subject myself to it again. But I also don't want to see it on my unearned badge list. Hate. Hate hate hate.
Seems strange to have alchemy operations have no lvl requirement, unlike all others (required or works better with some lvl in the skill). May want to institute one, especially if making later skills that it works with.
I think the easiest fix to the 'speed is king' issue with weapons would be to have some of the boosts (say, armor's) to damage be to DPS instead of per swing.
Some small bits: could the followers who are doing stuff and then waiting on you do their next bit while you are doing yours? That is, smithing follower could make the next bar while you are hammering the last one into shape, and the fighting/scouting follower could start looking for a new fight when you start on the one they already found.
The fishing follower not getting harpooned items is maybe needed, but isn't well themed. Might I suggest that since you are floating down the river on a raft, a good excuse for them not bringing the catch to the bank is that they can't even get it to the river's bank without interrupting the task, much less the bank-bank?
I must say, I'm loving the custom bank grouping mechanic! It was getting a bit unwieldy for a couple sets of items I'd want to look at, and being able to define 'carcasses' for example made life better. Thanks!
Please contemplate making it so that if you are (say) holding down Shift while walking, that you never swing your pickaxe. I've built nice structures for descent/ascent, then accidentally damaged them by walking into them, and it would be great to avoid that.
Or maybe a key that locks/unlocks mining, if the modifier-key-approach is tricky in your coding environement.
Thanks for the idea, I think something like this would be very useful to have implemented! It's totally doable in my environment, my main worry was communicating it effectively to the player. Early on I tried setting up a modifier key to use for turning on mining (I.E. the character wouldn't mine unless the modifier was pressed), but I didn't like the potential for confusing the player. However, your idea of having a modifier-off key solves that issue, because no extra effort is required to learn how to mine initially, but when the need comes to be careful with sensitive movement, the player will at least have the option to control unwanted mining.
If hardcore mode appears to be impossible, you may have missed something I did -- the checkpoint at the beginning, you can teleport back to it at any time, even in hardcore. This can avoid walking back through a group of foes and losing health
Great puzzle! I went for the good ending so did a bit of grinding. The puzzle gameplay is great, a few notes on side things: the game wanted a hardcore from the beginning, because otherwise the Right Way is indeed to grind a few levels until combat is meaningless, which should be acceptable but not give the best results, on account of skipping half the puzzle. Other bit is the the ending is kinda anticlimatic after all the work you put in. They game would be improved by a little victory movie. Other than that, great job! Tempted to figure how to path out hardcore...
The flash thing is all about Chrome's policy, there's nothing devs can do about it. It's explained in the little white box even. Don't blame game devs for it! For the realism post earlier, how realistic is it when a virus can simultaneously mutate all over the globe? That's a lot less realistic than countries turtling up successfully.
Any hope that you might be able to provide some manner of patch/fix for the people who stumbled on Toxa and got their games wiped? I thought perhaps I could just do everything again, because with high level it would be pretty easy, but ... the monsters in Shalewood won't attack if you are high level, and then you can't progress through the mission lines. PM me if there's anything I can do to help, this is a great game except for that kinda critical bug.
Thank you for your opinion. We like constructive opinion, no matter if is a bad opinion of something. We learn from our mistake, and we for sure work in a project to be something more than many of "fast response" players argue in their comments. Is not a secret many of the players just like hunt badges, and will "troll" (not have another honest word) the game just because they delay 10 minutes getting it. The response is according to the lack of criteria of the one who wrote it