This "seizure-inducing visuals" complaint is absolute nonsense, as are the floppy controls. The game GIVES you a guide to EVERY EXIT in the form of the background; the visuals aren't flashy or noisy, they're just always moving. It is not the game's fault that you suck at it.
When three of the top five comments are tiny weak babies complaining about the difficulty (artificial my ass, I'm having a fantastic time) you know you've made something special.
Feels like the work of a bored kid with a copy of Multimedia Fusion and a couple of weekends to kill. Mechanically solid enough, but absolutely nothing special. 2/5.
You're so, so close to having something really good here, but it's too slow, too arbitrary, and the controls are just that vital, killing bit too floppy. This isn't a bad game, but needs a considerable amount of polish yet.
Thanks for your feedback. About the slowness, trust me, you would no complain about it if you had played through zone 2, 3 or more. The first zone is just a warm-up. About polishing, controls and killing, we have polished the game during 7 months, could you be more specifics ? Don't hesitate to send us a PM.
Great stuff - minimising the time management aspect was a great idea, as it's the most stressful and least fun part of the Papa games, and giving players a sense of involvement in battles is brilliant. Maces are disproportionately time-consuming to build, though I'm not sure what could really be done to rectify that, and polearms, as mentioned elsewhere, are a right hassle, though again, I can't think of an easy fix less than introducing a long pole item, which rather goes against the spirit of the game. I'd also like to see a tooltip on bookmarked parts, telling me what I've bookmarked them FOR - I've miscrafted a few epic weapons, and switching back and forth to the directions breaks flow. This is still a really excellent timesink, however, and a definite favourite. Good work.
This is fun as hell and looks GREAT. At the moment, the only thing I'd really, really like to see changed would be to make magical and physical weapons immediately distinguishable on the inventory screen - a simple label would do fine. Great work though guys!
That suggestion seems to be setting up camp on Suggestion Mountain, building a cabin, marrying a mountain goat, making a family, etc. We'll poke it and see if we can't get it to come down off the mountain and into the game! Thanks for the kind comment and great feedback :)
The art is pretty fantastic, I'll give you that. But even art this good can't compensate for floppy controls, ill-defined collision detection, and script by a nine-year-old who's just discovered Bash.org.
The bridge-building mechanic is fun, but the physics are badly flawed, and considering that it's the meat of the game it's baffling that there's so much faffing about surrounding it. Why do I have to drive the train and clear animals from the line? What does that add to the game, besides making it take a bit longer? I'm here to build bridges. Work on the bridge building mechanics, ditch the fluff, and you'd have a proper time-eater; this, alas, is too poorly-considered to rate terribly highly, which is a real shame.
Having the camera follow the cursor is absolutely hateful and makes navigation unnecessarily difficult, which nicely contrasts to the game itself, which is easy to the point of being a little bit insulting. By the third level I'd decided I was going to eschew pickups and rely exclusively on the starting pistol and that thrice-damned camera was still the biggest obstacle. 2/5
I like the base-building mechanic, although I do think a LOT more could've been done with it. The art style is nice, although quite samey and a little rough round the edges. But the game itself is arbitrary, repetitive, and riddled with small bugs and concerns - why aren't I alerted when I have new inventory, who my new survivors are, who has died in an attack? Why can't we cancel missions in emergencies? I'm still playing it and enjoying it, but it's a deeply flawed game that could've been really, really cool.
Rather erratic behaviour from projectiles and heroes sinks this - when your game's physics-based, you HAVE TO make sure that stuff's all working PERFECTLY. And here, it isn't. Nice art and music, though, even if you've gone with about the laziest Avengers rip-offs possible - I'm not buying this as a parody, they're just crappy versions of extant characters. Not the same thing. 2/5
Wow, this game has beautiful art. This concludes the nice things I have to say about this shallow, repetitive, grindy slab of nothing. I'm sure it'll be an enormous success but it's still terrible.
Tooltips don't appear to be showing up, which makes equipping party members, picking attacks, and not blindly running into fights with horrifying odds all a bit problematic. It SEEMS really good, and I was a huge fan of the last two, but I can't really rate this as is.
Oh, my mistake! GUESS IT'S NOT SPAM AFTER ALL. No, wait, definitely still spam. And you said you needed "at least a 3.6." No wonder this is filed Under Judgement.
Even if this wasn't an unimaginative, tedious, boilerplate shmup, the fact that the developer spammed me out of nowhere begging for a good rating has earned this derivative chunk of nothing a big ol' 1/5.
Thanks for your feedback. About the slowness, trust me, you would no complain about it if you had played through zone 2, 3 or more. The first zone is just a warm-up. About polishing, controls and killing, we have polished the game during 7 months, could you be more specifics ? Don't hesitate to send us a PM.