It's really irritating that it still lacks a fast-forward button, and/or an 'undo last stroke button' - you sit there for ages twiddling your thumbs, one slip of the mouse and you have to restart the level. Which wouldn't be too bad if you didn't have to sit through the painfully slow movement again - more molasses than sugar.
Fun game, nice mix of block puzzle/bomberman. Only two small issues - I found sometimes it's a bit too sensitive, too easy to go one square beyond where you intended and end up with an unsolvable screen; and needs an R for restart level (also didn't realise at first that the X button meant restart). Enjoyed it though
Thank you very much for your feedback.
Regarding the sensitivity: Yeah, sometimes it is a little bit sensitive but this was the configuration most of my test players liked. Making the controls a little bit more sluggishly makes the puzzle part easier and the bomberman part more difficult. Probably impossible to find a solution everyone likes. I think the current one is a good compromise.
Glad you enjoy the game!
Buggy grindfest. The writing is abysmal, even without every second word being a typo. There's no challenge at all - think I lost two battles after initially upgrading my monster, but it's just the same thing, over and over again. Didn't help that when I finally reached the grand master battle, used a phoenix feather, the power stopped refilling for both sides and I had to reload. and find all my spare battle items were gone. The training minigames are repetitive to the point I just kept doing power, and buying the training items for the other stats. Helps that the experience ones are bugged and count double. Whole thing comes across as really shoddy.
It looks and sounds nice, but it's too easy. There's no real challenge. There's no incentive to collect coins and masks. The ritual stone didn't work for me a couple of times, seems a little glitched. And the friction does seem off. Maybe if the movement was fixed, and there was some kind of levelling up - new powers based on the number of items you've collected. Or an upgrade system where you could buy stuff with powers. Then you could make the enemies progressively harder, balanced with your upgrades. Could use some variety in enemies. There's some nice touches - I liked the fact you can float crates up a level on the jumper pads - but there's no point to any of them at the moment.
The tone of it feels off. The actual game is fine, it has the same unsettling feel as the first episode. But some of the side comments jar with the mood, e.g. use the knife on the gear: "I threaten the gear, but it just sits there. BS". While it's cool that there's a response there for most of the combinations players might try, I don't think that kind of humour sits well with the rest of the game.
Either I suddenly got much better at the platforming bit, or the customised controls definitely helped a lot. Thanks for that. Very enjoyable game, still have to play through it a few more times to get all the endings, but it's not nearly as frustrating as the original control setup.
Fantastic, I'm glad you found a mix of controls you like - this way seems to be keeping everyone happy! Thanks for playing, and I'm glad you've enjoyed it :)
It's witty, a decent length, and the puzzles are mostly logical, but there's a couple of really irritating elements. The insistence on leaving a location and re-entering so time can pass. The walking speed of the knight, particularly back and forth in the mine section. An arrow on the edge of scrollable scenes would help - it took me a while to find the outhouse, even with the walkthrough. Having to combine items in the right order - e.g must put the millstone on the frame before the wheel. It got to the stage where I was relying on the walkthrough too much just to save time dealing with these fiddly bits, which kind of ruined an otherwise really enjoyable game. Oh and there's a typo in the walkthrough - "Pick up cart" in the valve room should read "pick up cable". Finally, I was wondering why I was still carrying a cat around about 2 scenes before I found out - brilliant :)
It's nearly brilliant, but I got as far as the dryad and gave up in frustration with the controls. Movement feels sluggish, and a/d/space feels really unnatural. Fix that, and based on what I've seen so far, I'd love it.
Thank you for the feedback :) I'm going to work on a screen today where you can choose either to have WASD or Arrow Keys, and then choose whether you'd like your jump button ot be W or Up Arrow or Spacebar. So hopefully there'll be something there for you to get on better with! :)
I got fed up a) waiting for the OK button b) having to click it instead of using space c) having to do this 3 times in a row after I got spiked and the save made me go through th eprevious conversation
That really made little sense. Opening panels with the tongs was a bit of a leap.
and having made every other box colour coded, having to use the yellow key from the car on the last two boxes which weren't yellow was ridiculous.
Thank you very much for your feedback. Regarding the sensitivity: Yeah, sometimes it is a little bit sensitive but this was the configuration most of my test players liked. Making the controls a little bit more sluggishly makes the puzzle part easier and the bomberman part more difficult. Probably impossible to find a solution everyone likes. I think the current one is a good compromise. Glad you enjoy the game!