Extremely grindey. When you buy a new duck, he starts at 0 stats, even if you paid a lot for him. And the duck's stats don't help him at the minigames, so each play on the minigame is always the same. Not bad, but it would be better if you didn't have to repeat the same minigame so many times.
Prize money still doesn't work right. I just beat level 7 in 55.36 seconds, got $2200. It says "Max prize money 58:00 = $7000." Was I really penalized for beating it faster than the target time?
No real strategy. Backgrounds look pretty but are overly busy. Too slow. You try to compensate for the speed by giving players menial tasks, like collecting souls, which is a poor way to cover up for lack of gameplay. And then you try to charge for it!
There seems to be no skill involved in the game. Either you have enough firepower to kill everything, or you don't. The only skill is in choosing upgrades, but you don't tell us anything about damage, so we can't make meaningful choices there.
Thanks for updating the controls, they're much better. The later levels are too challenging for me, but I'm sure there are players that will enjoy them. Looking forward to your next game.
Wow, walljump mechanics are bad. You have to time it so precisely. Developer: Try making it so that, if you were hanging on the wall anytime in the last 1/2 second, you can walljump. That way, if the player pressed the direction button a bit too early, they still get the intended action. (And thanks for adding W/up for jump)
We've just updated the game (v1.0.2), now the wall jumping and the keyboard input lags should be improved. Please tell us if you're still having issues. And sorry for any inconvenience! Thanks! =)
Tags: Metroidvania. Seriously? That was for a Castlevania game that played like Metroid, not a type of game. It would be like calling a sandwich made with bagels a "bagelwich," then calling anything with meat and bread a "bagelwich meal."
2/5. Would get +1 stars if you didn't keep breaking my supply lines (if arrows kept going even when a hex was out of points), +1 if there was some benefit to big hexes (so there was strategy in building up points), and +1 if there was an innovation over other games in the genre.
I think I needed more balancing for the random events.