For a game that relies on ads for pretty much all of its progression, the ads sure do stop working an awful lot. I've only had one ad play the entire time, and it was for a cruise line in Alaska -- that speaks volumes about how *desperate* these twits are for cash.
Just what I wanted: a Badge of the Day in a game stuffed to bursting with every single example of why American television is execrable garbage. Thanks a bloody *bunch*, lads.
Given how repetitive the matches can be, and how likely it is that the player will lose anyway (my kingdom for a between-rounds heal or two), it'd be nice if the game had an auto-battle -- the only way to win is to just hurl yourself into defeat after defeat until the consolation boosts offset the enemy's absurd defensive stats and let you win through brute force, and having to waste hours dragging cards around myself to reach that point is *boring.*
Anyone who thinks that the guards at the asylum are being unrealistically rough with the patients is clearly lucky enough to have never had their own 'vacation' at a psychiatric ward. As a matter of personal experience, 'being nice' isn't in an orderly's job description, and as long as they don't do any lasting damage, there's not much of a limit to how much pain they can inflict to keep you in line.
Whenever an Eddynardo game I've never played before cycles through the BotD lineup, I know I can look forward to three things: a charming pixel-art aesthetic centered around retro fantasy RPG classes; a simple core mechanic incorporated into as many different puzzle applications as possible; and a great deal of frustration from trying to figure out the correct sequence in one of the last few levels, giving way to the catharsis of an 'Aha!' moment that makes puzzle games completely worth it for me.
It's games like this that demonstrate most clearly why no Roguelike stays true to the original Rogue's formula: because it's incredibly frustrating to spend what feels like ages carefully levelling your character, only to fall prey to a supremely unfair trap you couldn't have possibly seen coming and wind up with absolutely nothing to show for your efforts.
This puzzle platformer's charming appearance masks some fiendishly clever challenges that force you to re-think your doodly little protagonist's limits. Could use a Colorblind option, though, especially for the sections with colored floor tiles.
I know people tend to dislike Dregg, and I'll admit that I can see why his acerbic wit might grate on people who aren't used to such characters -- but it's situations like this one, where Dregg's fighting for someone else's benefit (even when that other person is his enemy), that we can see the deeper motivations behind his actions. He's a kind guy at heart, whose kindness is borne from his own suffering... although he's not always the best at showing how he feels, beyond pouring himself into his work.
For anyone else who ran into the unending 'Loading Data' bug, I discovered that downloading the .JSON file holding the save data (by hitting the 'Get Save' button) and then loading that file manually can serve as a workaround, albeit a less convenient one. Not sure why the autoloader's hitting so many snags, but whatever.
Sunk enough time into the game to reach Level 15 before I had to close down my computer -- when I tried to return, the game sticks in a 'Loading Data...' loop, despite the fact that the data should've all saved to the browser like the game says it does. A pity, too -- optimization issues with the Adventure window aside, I was enjoying the game.
Despite the surface simplicity of RPG Maker titles like the Medieval Chronicles series, I always enjoy my time spent with them -- the deductive reasoning makes for some decent logic-based problem-solving within the game's mechanics (though I'd love to see a wider range of puzzles), and the detective-thriller setup of the story manages some effective drama, right up until the series' irreverent sense of humor smacks the tension upside the head with a custard pie and a deadpan wisecrack.
I think I somehow managed to sequence-break the mirror room puzzle -- the reflection clipped through part of the flower bed on the left side and stepped on the switch past the barrier, opening the door and turning off the monitor without opening up a path to the doorway.
The best strategy I've found for achieving the BotD is to just circle around the edge of the room, with your aiming reticle pointed so you're firing behind you as you go -- you'll avoid most of the shots, since the enemies fire at where you *are* rather than where you're *going*, and the shots that bounce off your stream of bullets will count toward the total and increase your level. I lasted until Level 8 before I finally got killed, which was plenty for the Badge.
I always appreciate a puzzle game that can introduce its mechanics simply enough that it doesn't even require tutorial messages, then start combining them into baffling tangles of logic. Nice work!
Not really a fan of the sudden switch to precision on the last level -- the levels up to that point had been more about determining the correct order to make use of the tools you're given, so making all about reaction time right at the finish line felt kinda unfair. (Still managed it in the end, of course, just wanted to offer my two cents.)
Other than that, another solid game from one of this site's most consistently clever content creators.
The badge only awards when you click past the end screen and return to the title screen -- it doesn't register Level 24 as completed while it's still visible.
It's these little bite-sized chunks of logical deduction, mixed as they are with a madcap sense of humor and a chaser of occasional absurdity mixed with sinister undertones, that reminds me what the RPG Maker suite's really capable of.
Just in case anybody's really stuck: to get the true ending, fire off a skull toward the right as soon as the level loads, then drop into the pit in the center of the room -- you'll want to wait for the shot to get redirected downward, and time it so you hit the zombie carrying the rabbit when you jump to the skull; with the rabbit rescued, skull-jump up and over and enter the other portal. If you miss the timing, just hit R and try again.