Very fun make-you-feel-good-for-grinding game. Lots of fun and very creative. I found that I just wanted to play to get the four best characters and level them as much as possible - why waste money and food on those pathetic nothings you find everywhere else?
Like everyone else, I'd love to see a sequel that builds and expands on this excellent foundation.
I just got my ass handed to me a few times via "hot duel". The "hot duel" has the worst name in game history - the worst! But it is without a doubt the best feature to come along in a while. I was worried that after playing through the campaign, I'd exhausted the fun to be had in this exceptionally entertaining game.
Looks like I'm late to the party. Let me just add what everyone else has already observed: this game is phenomenal - vastly better than I expected from a Unity game. Great job, developers and artists.
Super fun game with a great concept and beautiful art. But it suffers from control frustration. As my fish slows to a grinding halt or stops responding to movement my teeth start to grate. Why are these control issues interrupting my fun? I don't say this just to complain - good controls are hard to execute! Just to report my experience
All the people who wrote that they cried had better have actually fallen in love with a faerie in real life or be fourteen years old. This story was sorta nice in a limited way, but it's not like Littlefoot's mom just died.
On the one hand, this is a simple game with the ambition to be emotionally engaging. I dig that. But the idea itself is not very interesting, and is really just kind of another iteration on what is at this point an old cliché. This game needed to aim a little deeper.
I love that this story attempts to explain the gradual increase in difficulty of the troops. Bold just carefully took the long way 'round. It's not that the evil boss was dumb as hell, as in every other game.
I have to stop and comment after just a single level: I'm just blown away by how beautiful the art is in this game. The moment the low-res display graphics of the intro gave way to the incredible, airbrush/watercolor world of the level my jaw just dropped open. Incredible.
This game gets a just a leetle beet boring after a while; I can hardly summon the resolve to spend twelve minutes getting the final badge. But, like most Nerdook games, it was surprising, original, and delightful. How can you not be charmed by the personality and creativity present here?
This is a great idea for a game: big kudos for the concept. But did people really find this story compelling? It was simple and preposterous. I'd love to see this idea paired with a better writer.
Wonderful game mechanics. I was a bit disappointed by the lack of an ending. Sure, I got to enjoy my full throne room, but nobody came up to me, shook my hand, and said, "OH SHIT YEAH".
What can be a other name of that feature. Because you have to play and feel. So you can tell me, I will keep that name.