This is EXACTLY the kind of RPG I love. Tactical, light, and not overburdened by copious inventory and skill management. However, it almost seems to be a little bit TOO shallow but the sweet spot is really close. Please fix the errors with enemy movement and address the tedium of moving. (Maybe allow the next character's movement orders to be accepted while other characters are moving.)
Like many of the Unity games we've been seeing, this seems almost more like a demonstration of gameplay rather than a fully realized game. Much less attention could have been put toward the depth of gun upgrades and much more should have been put into a meaningful story, interesting maps, and tough player decisions.
I have only two minor criticisms of this otherwise excellent game. First, the grabbing action for the tiles is sometimes not very responsive. (This might be due to any number of factors out of the developer's control.) The other is the mouse-over brightness on the tile. It's simply TOO bright. I'd like to see the tiles simplified, muted just a bit, and have the shapes be more distinctive from each other. I played for an hour and got some eyestrain from the longer levels.
Nothing brings out the excitement of ATV racing like a coal mine. Overall it's not bad but there are some UI issues I'd love to see resolved in a point-release. The ATV is too large on the screen and should be positioned slightly more to the left to allow for a better view of upcoming terrain. The minimap obstructs the terrain and should be smaller and near the top. I like how the time stacks up on repeated attempts. That's good. The graphics suffer from the same thing that a lot of these types of games do; in some places the foreground art is NOT terrain and sometimes it IS terrain. (All foreground elements should have collision.) In particular, the crane.
The engine is great and the combat is fun, (but maybe a little easy). It just needs a little more gameplay depth...missions, perhaps. A reputation indicator would be great...tired of chasing down ships only to find out at the last minute if they are hostile or friendly. (Seems there's no way to tell.) Do ports close down due to reputation? How do I tell what ports belong to what factions? Lots of little things like that could be fixed to make this a terrific, 5-star game.
Fun game and the racing action feels good, but overall the gameplay flattens out after a few races. The tracks don't become significantly more interesting or challenging...and the AI cars don't seem to get any faster. Whatever the case, I want the car that leaks 10-dollar bills.
Great! Love the inventiveness of the levels and the hazards are easy but engaging. Don't feel that the limited lives provide any value to the game...particularly with 15 levels to explore. Would like to know what the benefit is of risking an important life to gather coins might be. Also, no hazard (fireball) should be able to hit you at the spawn point...what if I need to step away for a second?
Not a big fan of limited lives in puzzle games. Why add that additional level of challenge? The game is plenty fun without it. Production values are terrific. Physics and gameplay are good...though the ball feels a bit too light and fast...would prefer a little more "mass." Also, when the ball is along the left side of the platform it is sometimes impossible to pull back a full amount to shoot it back into the middle. That should be fixed somehow...perhaps a larger stage with more buffer around the edges.