Hmm, I see that luck is supposed to help with forging chances but after equipping and unequipping the expert forget title which changed my luck from 7 to about 30, I didn't see even a 0.01% change in the forge chance. Is it just not shown?
The handicaps on platinum levels are a bit over the top methinks, half hp/speed/attack/defense is fine-ish but having a turn limit on top of that turns it into you need to come back after gaining a bunch of levels elsewhere and one shot everything or you won't make it. Not a good design choice in my opinion.
The battle system is badly designed as well with seemingly random effects if the enemy bounces back onto my attacking character, no easily discernible way to know what the hit boxes of my characters are besides the shadows, friendly fire(why oh whyyyyy would you hit your friend for your full attack damage instead of say half?)
Hmm.. This is a pretty awkward game. There's a lot of good things going for it but a lot more bad things....
First off, it doesn't make sense to acquire new team members by using stars(at least not from a storyline point of view).Make them join after a number of maps or have them all from the start.
Weapon durability isn't a bad idea per say, Fire Emblem does it to good degree but this game's version seems to be pretty obnoxious. The durability of the weapons are ludicrously low and invite the player to grind excessively or sink more stars into getting the coin upgrades (which are pretty expensive at 2,3 and 5 stars respectively). The power boost from the weapons themselves are pretty low again unless you sink a massive amount of money into them.
Good old quick tapping kills a fair bit of the challenge as long as you tap relatively quickly. I have seem to run into a minor problem, there simply isn't enough zombies to kill in challenge 10, I have the damage output to drop even large enemies within seconds of them appearing but... I still run out of enemies before I get 100, after 4 tries, I've been stuck at around 95 >_<;
Oh and start mission seems to still be bugged at the end of the game, you still can't go and grind more levels/try for the trophies again if you've finished the game.
Gameplay wise, the entire trophy system is silly. You're required to be approximately twice as strong as you should be to get any of the trophies due to the insanely low turn count requirement. Compound this with most of the trophy awards being a limited boost and the usefulness of gathering trophies is highly circumspect, particularly when the main reason you'd want the boost to grinding efficiency in the first place is to GET the trophies.
The game itself is balanced badly near the end as well where you'd need to grind a lot of money and levels to stand a chance of surviving long enough to deal the damage required. Perhaps add in a minor health boost per level(say 2-3 health? 20-30 hitpoints by the end of the game allows for a lot more attacks/survivability)
Storywise, it needs a lot of fleshing out. How did Turner become a vamp? or rather, how did he get the attention of the black witch? For that matter, how did Raven become a vamp? at the moment, all we get are scraps of information and whilst that creates a "mysterious aura", it doesn't stop the story from being one dimensional....
I quite enjoyed it, I'm terrible at it mind. Perhaps a note that each tap lasts for a certain amount of time(enough for the short lights at least) to save some heat would be nice. Damage also seems a bit inconsistent, if I get my heat to around max, I seem to be able to not take damage from a single light, intentional or a bug? ._.
at critical state (heat towards max, the bar is red underneath) you do take less damage, and also more score for critical bonus. It is intentional, but I can see it may not be so clear. Thank you for your feedback^^
Wonderfully well crafted game aside from the physics and random slow down problems. Pretty interesting concept. Would love to see more platformers like this.
Easily one of the deepest and most easily misunderstood games on the site.
I do love the reverse psychology of somewhat "punishing" players for choosing answers which are what we'd expect the true ending to be. Even within the dialogues for that path there are multiple hints regarding the nature of your choices and questions, not at her but yourself as to why you're choosing these options.
All in all, masterfully crafted but very very easily misunderstood by those who aren't willing to think a bit further than what is blatantly displayed on their screen.
4/5 for me. The gameplay was solid and pretty balanced between hard and easy.(although I did find the last areas a bit tedious since it's practically the same enemies over and over again.) Story was... predictable past the first boss but the characters mostly made up for it(but really, try to have less inspiration from the hijinks of manga, they're really overdone imo. That took away a lot of the fun of the game.) Perhaps I've just been playing rpg games too long though. Still, amazing effort and looking forward to more from you. Even if they are smaller games than this.
hmm some thought might need to be given to balancing the tower's damage in the end. Splash damage or speed towers are nice and all but only if they're actually doing damage. Sniper tower is quite op compared to them for a comparatively low price.(in other words, no reason to upgrade a splash tower to max at all, that cost would almost buy you a sniper tower level 2 which outdamages it. The splash is nice but irrelevant since the damage is so low. Speed towers are cheaper to upgrade but practically worthless in the end)
Either Sniper tower needs it's damage nerfed a bit on the lower levels(the damage on the last few levels is fine methinks, you're expected to upgrade them to max eventually anyways.) or the other towers need a minor damage buff.
You may want to take another look at the conditions that end a level. I've had it freeze on me twice now at the very end of the level where I can move and fire but the level doesn't end despite there being nothing on screen(enemies or bullets or money.)
@kubaboss, the problem with that is that anything that this game gets via kreds and such will never go to the original author instead. Not to mention that it's plain horrible manners to upload a game another person made. Coupled with the fact that the uploader didn't even mention that he's not the actual developer makes it worse.
Yeesh, this game really doesn't hold back on it's difficulty(not a bad thing btw.) You can exploit the save system by entering combat and refreshing the page, you'll be dropped outside of battle at the same spot although if the enemies are faster than you, you can still get hit for a hefty amount of damage.
Bleh, the comments need a remove option. Should've messed around with the keys a bit more, found the hotkeys though having 1 being the first skill when the screen shows visit pool is kinda disconcerting.
Sorry about the earlier comment.
at critical state (heat towards max, the bar is red underneath) you do take less damage, and also more score for critical bonus. It is intentional, but I can see it may not be so clear. Thank you for your feedback^^