I like the castles that collapse gradually, yet utterly - a few blocks at a time yet utterly in the end. This game has a lot of those, and we can make more of them. Fun times, eh?
Oddly enough, I have the speedrun achievement for Hard levels, but not for any of the others. That's strange, isn't it? You'd think that I'd be able to get the easier ones, considering that they give you more time to "win".
If you do relatively good in normal mode (less than 20 minutes, I guess), you can get 2 disco balls. Maybe something like 10 minute clearance will get you a third disco ball.
Poor Mr. Moneyseize really should've considered starting a corporation or something.
Also, I don't know if this is intentional, but the "smoke" his double jump makes looks like a stereotypical Valentine's heart.
I almost forgot - dying on the side of spikes? If you're not going to program the game so that doesn't happen, at least draw something dangerous looking there so that it makes logical sense.
What's the appeal of this game? The "Ambient" thing's been overdone, the mechanics are frustrating, the enemies are irrelevant but the game forces you to fight them, there's fridge logic abound, and in the end, the game probably ends with the player finishing its mission, so there's no real reason to follow the story.
The problem with this game is that your primary goal is to earn coins, but you progress on how well you put out the fires. The coins don't add up to all that many upgrades, but still...
A repetitive beat 'em up. Lots of weapons, but there's only a distinct types. On hard difficulty, the game isn't actually that difficult, except in a few places where the difficulty spikes, such as stage 9 with the blade traps. The only place where this game really excels is the production values, but otherwise, this is pretty mediocre.
July Fool'd, eh? Just as well. I scrapped one mouse by getting the button achivements and I might end up scrapping another one for the secret 52,000 click one.