It's really just about the choice of words. Calling the shorter long version simply "Defender's Quest" and the longer long version "Defender's Quest (extended version)" works much better marketing-wise, *if* the shorter version actually stands up as game by itself.
I finished the game in one sitting and loved it. It seems longer and more complex than the first installment, which is a plus. I didn't need a walkthrough. It helped to notice when there was a cogwheel on something that I couldn't do anything with, I'd have to come back to that later! Also, the "Box of Tricks" has a quest list that you can click. Sometimes there are a few quests going on all at once, and if I got stuck at one of them, there was usually another one that I could progress with.
Yeah, bubble tanks 2 is way better - however, this one is far from unplayable: simply lay down a barrage of covering fire as you enter a new bubble and move along its rim shooting inwards, and the small tank enemies don't have a chance. It's not as if ammunition costs you anything!
I laughed so hard when I got the windmill going! Nice job, I really enjoyed this adventure.
The only puzzle I really got stuck on was about choosing the right track for the mine cart.
Wheneever I want to redo a level I've just completed to improve it, I hit"continue" "pause" "menu" "play" and select the level. Is there a shorter way?
I wish there were some levels with intermediate difficulty between 17 and 18, the first 17 I flew through and the last one took way more time to figure out and to solve it speedily enough.
This game seems truly new, I loved both the clay anyimation graphics and the hidden platform logics and key reverses. (Also, the music is nice, though probably not for everyone.) It felt like a breath of fresh air, and for that it also helped that it was short: it was over before it could get tedious. I wonder if these mechanics would support a larger game. 5/5
You've made a game concept that usually would be a puzzle game into a "twitch" game because you don't need brains to solve it (the early levels anyway), you need to click on the cannon at exactly the right time, which isn't even hard to figure out, just hard to hit.
I have 98.6% research completion and see nothing left to do, except maybe to get some achievements: the storyline is over, there's nothing to research, I've found all advanced behaviours: what is left?
On the musical interface. The only musicians that use the score as primary interface are experienced composers, others use a musical instrument. I can't click into the score to generate notes, so the real input device is the piano keyboard. Using the mouse to interact with it is cumbersome - piano programs on computers have used the keyboard for this for ages, using the top row for white keys and numbers for black keys (you could use shift to get into the second octave) (mind different keyboard layouts though). But the best and most intuitive interface for this game would be to use the game map itself for playing - to click on a section of the map to place the note or the chord, and have the map itself be the score; this would also allow for feedback on which boxes have appeared. A musical score could be an extra, but it shouldn't be divided in lines, but rather scroll horizontally, like a sequencer.
After having played level 1, I see two problems:
a) I try to place all boxes, but I need to manually count how many of each note I've already placed - and since I can't see all of the score all the time (why not? Too small for phones? I'm playing this on a big screen!) this is somewhat annoying.
b) Absolute showstopper: when I go back to a level I've already played (in this case, 1-1), the tune I carefully composed is gone. The game should have warned me to save it if it didn't save itself - autosaving is pretty much standard on many construction games, and it's needed if you want to improve on what you did before. Very very annoying.
c) Desirable feature: Autochord. Unless I misunderstand what chords do (i.e. if the specific chord would set the direction of the shockwave), the game could just guess at the chords that best fit a bar. Related to that is tonality: can I use F1# to activate an F1 block? If not, many of teh chords are wasted. The tutorial didn't make that clear.
Corpses could be resurrected (not sure if any AI creatures have that skill), and should then still be poisoned.
Also, I'd rather like the new epsiode smaller and sooner than bigger and later.
good tips for other players! glad u enjoyed it