I'd have to say, this game is a bit glitchy and more than a bit overrated. Good concept, but there are quite a few things that could be better. For example, some abilities are obviously much more useful than others (which may be intended), some holes are impossible to fit through with certain stats (like 75% Swiftness), and Spike Readiness does not completely nullify spike damage even with 100% effectiveness. (Math error?)
I would enjoy seeing a sequel or something though.
Wow... I was not expecting this at all. Atmospheric and rather simplistic, yet complex, game. Very, very beautiful. I'm a little confused, but I don't particularly care. This game has won me over.
Great graphics and three-dimensional effects, by the way.
It's fairly fun, and I love the concept. Repetitive, though, and a bit glitchy; collision is odd and you lose maximum HP if you're hurt in a boss battle. (I think.) The minimum transparency of bricks before they run out of health should be 50% rather than about 1%, or a health bar system could be used. The upgrade prices are very odd, too, and they can make the game grindy at first. Additionally, the background hurts my eyes. D:
I'd love to see more added to this game, though. It's a pretty good concept. (I'd also like to have more chances instead of one miss and you lose, but I just stink at Breakout =p)
I'm not a huge fan of the gold voucher system - it basically forces you to pass up buying anything at the beginning if you want to get farther than the fifth equipment sets in the collection. With the riches it gives you, you can then get more and more gold vouchers later on if you can find them... Kind of takes over the whole game in a way I don't like. I don't like the Dragon system, either; impossible to beat without a Divine Edge (or nearly impossible). So one is forced to hang onto it all the time out of fear of finding a dragon, preventing them from carrying ANY other item. (Even gold vouchers =p) And if you don't find ANY Divine Edges... I love the concept, though, and am glad this is getting a "sequel" of sorts.
I love this game for multiple reasons. One is that it's a clever and unique puzzle game with an enjoyable system... and another is the music. The best music I have ever heard in any Flash game, and I do not jest. Thank you for sharing it.
Ugh. The achievements say to KILL animals, though the game clearly mentions that they're just sent away. Just because I'm setting off explosives dangerously close to them as a warning doesn't mean I'm killing them! :3
...The energy bar recharges faster at 497 agility than at 500 agility. And by faster I mean INSTANTLY. (Unfortunately, button mashing too quickly means a frozen game.) Have your monster find a Bleg Berry A if you have it at 500.
Overpowered stat, once you can get it high enough. And with enough Wine of Exhilaration that's pretty easy to do... though the Agility training is a little tedious. Have a video up in the background or something while you do it.
I like the direction in which this game branches from Monster Rancher, and I think it could work very well if polished, tested, and balanced. A lot.
I find it ironic when abundance of social life says "People love you!" "Your family loves you!" while lack of love says "There's no love in your life." "You're lonely."
This is a brilliantly addictive idea. I kind of love the music, and it's fairly hectic - one really has to learn to pause the game when placing towers and deciding where orbs should go. I'm not sure if I'm the only person who reeeally hates when my towers are doing really well and I'm just about to get a whole bunch of chests, orbs, experience, strong metals, or whatever, then the stage ends and I lose the opportunities. It would be nice if you could, after the monsters stop coming, keep matching resources but with the field not regenerating resources as you match.
...Whoa. This is an amazing idea. Besides three Drop enemies falling through the floor/past the floor on 2-6, it's really well programmed. I love how many kinds of enemies with different views you made (like afro, drop, etc.) and also the faces they have. Great idea, well designed, and tons of fun.
Personally, I'd love to see more expansion on this idea. =p
So from what I can see, this game is a Recettear ripoff, but online!
...And is more confusing, and has no fun and unique features like adventuring, and costs a lot more than an initial payment of $20! (As far as I can tell.)
I'm gonna skip over this one. I have much more fun selling walnut bread. Capitalism ho, indeed, alexthenoob. =3
I like the simple concept and also the "machinery" used. This game doesn't make much sense, but it's a charmingly cheerful little gem.
Although around level 8, I could temporarily or permanently freeze my browser by shooting the skeleton straight into the nearest wooden platform... May want to check that out.
Also, it's hard to click the tiny Play button on the first loading screen. I keep opening a new window. D:
Wow. This is a pretty deep game. One of the most musical games I've seen. I love how many aspects of this (all of them?) are determined by the specific instrumentation of the song. One of the most creative games I've seen, and definitely the best musical game on this website in my eyes, even if I don't really like the genres used. It certainly must have taken a lot of work to pick out all the different parts and also to tell exactly where they all play so this game knows when to perform certain actions... Definite five out of five from me, and it's a shame that I can't give more but that and a favorite. ......Although I will say it's tricky to click around so much, so more shortcuts would be nice.
I just like to run around the monsters while I wait for them to reach my tower, seeing how much I can weave in and out without getting hit. :3
Fun game though. I personally love the concept and just everything about it... especially, as mentioned before, the music.
Oh, and I doubt the Architect skill actually does "decrease tower build speed". It either increases speed or decreases the time it takes for them to build. :P