Thanks for the feedback. That's how I had it at first, but then I changed it because on larger levels with many lines there was too much visual clutter that it made it hard to see. But I'll keep your suggestion in mind in case many people feel that way. Thanks!
@karvil The pick you get has a randomised quality shown as a percentage, which is combined with your blacksmith stats to produce the effectiveness of the axe. If you get an improbably god axe, it will take a while for you to get a better one unless you increase your blacksmith stats.
I like the game, but I could like it more - the two menus top left and top right both keep dropping down when I'm trying to grab a piece in the top corners.
Also as others have said, the snap to click could be more tolerant.
I thought maybe instead of spreading tiles out across the screen, it would be better to just swap them around and have players swap pieces rather than drag them back to the grid. It means I can spend less time lining up pieces precisely, and more time solving the problem at hand.
I really enjoyed the game, hope you guys learn from the feedback and make the next one even better! (more levels next time please!)
I don't understand how the death ray works, it just seems to aim in a random direction and the swivel slooowwwllly which isn't very effective if it happens to point away from the enemies. :(
I'm not sure what the jumps are meant for in this game as there is no obvious place to use them, nor any reason to save them apart from in the 'blank' areas between stages. It says they are meant to let you jump over obstacles, but every death I've had so far has been a surprise so the jumping doesn't really help in that regard. Great game though. I really enjoy the sensation of speed!
Jumps are very useful for clearing walls, safely avoiding the squids, and clearing large lateral distances mid-round - this last use can be especially helpful when going after other pickups.
I don't understand the point of this game. The flavour text mentions a wife, but there is essentially no plot. Do the levels just keep on generating forever?
I liked the bloody footprints, but picking up terrible gear accidentally was quite annoying.
This game does need its difficulty curve fixed, but also the option to buy some other stuff might have been nice. Maybe some place-able decorations for the town or cosmetic stuff for the robot?
Could I suggest having the prices/challenges visible with a mouse-over on the shop screen? Clicking through to each one individually isn't really necessary.
Thanks for the feedback. That's how I had it at first, but then I changed it because on larger levels with many lines there was too much visual clutter that it made it hard to see. But I'll keep your suggestion in mind in case many people feel that way. Thanks!