Same here: please make more in this series. Yes, there are some problems, but the overall puzzle and play experience is well worth the effort.
I'd like to see the animation go faster: a lot of my time went to waiting for the solution to work through.
For "the lock thing", the critical clue is in the graffitti, about the crow at red dawn. Get the crow, red, and the dawn symbol (upper half of sun) at the top of the lock (click on the knobs around the edges). When you have all three of those at the top, click on the gray level in the upper left.
Now, can anyone help me with getting the green potion onto the mouse? I finally gave up and hit the walkthrough. However, the mouse doesn't stick around: he grabs the cheese and heads back to the hole. Even if I make the green potion first, he doesn't seem to become clickable. I've been through this one sequence about a dozen times, and I can't seem to get it. The video on YouTube shows a sequence that I don't seem to get on my machine (that the mouse stays put while I make the potion).
Overall fun, but the blasted 3x speed doesn't work most of the time. This leaves the highest levels too blasted slow. An hour per level is just too much.
Once I got it to load, I wound up with a -15. The creator, however, cannot be a true nerd: not until he corrects the spelling and grammar errors.
I think that gives me a -13 now ...
The directions should be more clear: only the head can pick up stuff, but entire body can be hit. Second, the action needs to be smoother: the sudden speed jerks were a real problem for me. Third, the creature should be able to cover the entire field of play: several items floated by in the top row, which the creature cannot reach.
Not for me: too many places where I get a red X (death?) on quickly typing multiple occurrences of an arrow. Also, not sure what's going on with this in-and-out maze for magic stuff, and so on. I'm thinking that the game needs more explanation so I know what I'm supposed to traverse, and what the animations are supposed to mean.
Why does my dude fall through a solid black line? Yes, this could be fun: let us share our drawings, and perhaps let us draw simple moving shapes in the world we create. 3/5 so far ...
The dual-venue action is fun, but the story line detracts from the game. if you have a story line, make sure it interleaves with the game play.
Also, when you say that all other instructions are in the game, you really need to follow through. You haven't explained the different levels of "hit" and "miss" and their effects on the scoring. Why are there four colors? Do they always come with the same arrow directions? Why? How does that relate to the Darkness?
Clear instructions and objectives would help. Combat system is clunky, boring after the first 2-3 times. Also, I find it ridiculous to incur a penalty merely for leaving the tournament before I run out of hit points -- is there no way to win the tourney?
I'll take the hand-drawn goodies and movement. All I've seen so far is move-explore-fight ad infinitum. Hack-and-slash isn't entertaining for long.
Yeah -- getting killed by what I rolled in my last life is like, anti-gaming kharma, dude. Screen speed gets easily overloaded with the psychedelic effects, and slows the game to where it's hard to play -- can't dodge with half-second response time to the arrow keys.
Need instructions on flinging -- real-world physics isn't the answer, and I don't see any suggestions that something else should work. Left the players in the lurch, you did. This is okay if you're telling us to experiment, but there should be some indication that eye-hand coordination and common sense don't work here.
Need smoother action, an explanation of scoring, and some discrimination of levels. The weird "smack" sound effects just before each match are distracting. Also, I haven't been able to see much effect of paddle position on the return shot.
Rated this low: the graphics are too choppy coordinate with the music, so there's no way to get into the beat. Key presses don't get integrated properly into the action, which pretty much ruins the game. Yes, I'm using a decent PCU and graphics card.
DHirshman, the beast riders are paladins; there's nothing really magic about them, except that they're faster. I slow down advances with a hobbit every 2-3 seconds, stalling the beast-rider wave under the arrows.
It depends a *lot* on what you have already. At level 9, I hope that your tower is at level 4, your barracks at 4 or 5. The arrows and paladins, with support from spamming hobbits, should be enough. If you're doing something else, whisper at me, and I'll try to answer you tonight. Break is over -- back to work.
Thanks to help from all of you, I played level 16 (elves against the Frog King) for the first time over lunch today ... and WON!
The opposing boss got about 1 body length from my arrow tower, but I got him without taking any castle damage. It took 2 forest guardians, 5 angels, 3 sets of holy swords, 2 meteor showers, and 4 arrow showers, but it *can* be done!
Thanks to everyone here and on the web forum.
Now ... I'm working on levels 14 & 15. Can anyone tell me what effects the higher castle defenses have? Special attack 2 is a rain of boulders that seems to clear the field of large units, but doesn't touch the opponents' flying creatures. "Summon Holy Swords" brings up three huge white swords, but I haven't seen any effect yet. Any ideas?
gmanjones:
Yes, once you get to the middle levels, there is some special castle defense: when the opponents get down to about 20% castle points, the heavy hitters come out in a huge wave.
Around levels 7-9, i can handle this with a pre-emptive counter-wave: about eight top fighters to keep them from trashing my 6-8 cannons, about the same number of mages and clerics, and a constant stream of hobbits and dwarves to distract everyone.
Once I got to level 10 or 11, I found that I had to let them trash the front lines of fighters and cannons, so they'd get within range of my tower. Then the 8-sec arrow storm would trash their 20% wave, and I could renew the attack -- they get that wave only once.
Does that help? It's a slow bashing match, but you eventually get through to finish the castle off.