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We are working on a new Recon game and are currently creating a brand new Mud and Blood game for Steam.
I gladly payed for the advanced content, great stuff, but it's starting to get repetitive after some play time.
Need more areas/ different scenarios/ more tactical ground as in the combat field be bigger at times or smaller or longer but narrow ect with more active terrain features then just the pits.
This was fun while it lasted.
For a 10 year old it had potential if only it where continued and further developed.
Will miss these old games one day after Flash has died.
Thanks for making this and more the like. :)
Bugbear hunt but I only run mostly into giants for 5 play fields in concession till I final find a single Bugbear surrounded by 5! Giants and I am already low on scowls.
Bit unfair on the RNG there and it also costs to go hunting so not so while hunting is generally a great addition the "other" enemies can be a bit to much a lot at times.
Still totally worth the 12$ I paid for the unlocks since I could have easily grinned there but you folks from the development team deserve recognition for your fine work.
how anyone not wanting to read the absolute fantastic story line can only be brain dead.
Game play is just as grand. Fabulous balance of simplicity in skills , tactical fighting and acquiring of items.
Thank you so much for having made this game. Now of to part 2.
Good game. Easy to play but the RNG rolls are very unballanced as always when using the build in Flash player random % roller.
Played 5 games and always ended short by just a few hundred points playing on mid difficulty.
Last game I got 5 zilches in a row always after taking just one dice. That's an astronomical low chance right there.
A lot of questionable unlocks like the fingernail and the calender in the book does somehow not translate to the solution.
Key = page + pick was kind of duu but most likely a lot higher then what is usually expected of players.
Last room was luck that I though of the scales
= one orb = ;)
Still very nice artworks and good game play.
Dig the ending. Thanks for making this.
Hello, and thank you for playing and your comment. Yes, I meant this game to be difficult. The rationale was that harder puzzles rewarded the player more when solved. Alas, we live in 'instant gratification' times, and many don't appreciate this ;) The idea with the fingernail was that since the pliers had been probably used before to pull out the fingernails (they are found in the executioner's storage), why not to use them for the same purpose once more.
lvl 13 was tricky as heck jumping back on the crate with so lil head room.
Must say a very enjoyable short.
The in-crate action was most refreshing.
Hope to see more. ( ͡° ͜ʖ ͡°)
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Aside from the real nice artwork, neat animations and good puzzles there could be better tips givings in the story flow that, so far, was actually the main reason I played this.
Got stuck for the longest time trying to figure out how to distract the mopper dude and I have to admit that after getting half the code for the safe right I got stuck again and simply used the auto-solve feature.
This was a good play. Not to hard on the whits but not to easy either.
The light-bulbs help but are not needed.
Maybe a hard mode feature without helpers that unlocks a few more scenes as a bonus.
Thanks for playing, and thanks for the suggestion! We'll take that into consideration, along with all of the other awesome feedback we've been getting!
Haha, thank you (: