I wanted to amend my previous comment. I've found that if I refresh the page a few times, eventually I'll load back into my account and my progress is where it should be. Maybe it's a weird connection issue? Rating back up to 3.5/5
Played for about 10 minutes, was having a good time. Then something happened and my account disconnected and I lost all my progress. Decided it wasn't too long and restarted. Played about an hour and then the game disconnected a second time and wiped all my progress AGAIN. There's a decent concept here but I'm not going to waste my time again like this. 1/5
The game has potential, but it really does need a speedup button. I don't like sitting around for hours waiting to get back to the last level I was on just for a slight increase in gold/exp/whatever. It's just super tedious. If we could speed things up 2x/3x/5x/10x, perhaps as a purchasable upgrade, that'd be a great way to make this feel less tedious while maintaining the sense of progression
For everyone complaining about carpel tunnel from clicking so much, just press and hold left click. It'll just constantly shoot without needing to click a ton
Checking the dev's twitter, they were clearly still working on a sequel game up until August 2021. They haven't been on Kong or twitter since then. I wish we could get an update since this game was always great but always felt so short
@Bombsightgames I'm sorry that you're getting a lot of angry comments from frustrated players that are unhappy about the number of badges and this game being BotD all week. You guys don't deserve negative reviews or angry feedback for it. It's not like you asked for any of these decisions to be made. I'll admit that this game isn't my cup of tea conceptually, but I won't pass judgement on it design- or execution-wise since I don't feel qualified to do so. Don't lose heart seeing this level of negativity, it's not you! It's not your faults. From one game developer to another, this is not the standard feedback you should normally expect when you publish a game!! You're in an impossible position and you don't deserve any hate for Kong's bad decisions. Best wishes, and congrats on publishing this game!
Thank you, I can definitely understand why players are frustrated though I can't entirely blame them. We do have a lot to improve on though for sure! -Ray
Definitely feels like the kind of game that's designed to get you to spend money once you've hit a wall. Played for an hour or two and ran out of gems so I can't upgrade anymore. All gem-earning rewards are on cooldown so I either need to wait a day or pay real money. Honestly doubt I'll pick this up again since it clearly expects me to return daily or spend money for any chance to progress from here on. Cool idea, cute, well made, poor/exploitative design choices. 2/5
Honestly passed this game up a couple times, but decided to check it out this time and I'm glad I did. I'm having a lot of fun seeing myself slowly get further into the map each time, and actually feeling stronger as I go. There's a lot to say about good balancing here. You designed this well. Congrats and good job! 5/5
Glad you stopped by and I appreciate the insight. Getting into the player's head is always a challenge so I always like feedback on the overall gamefeel.
I'm a bit sad. I really liked the previous Sushi Cat games, but this one made me replay way more levels hoping for a good run, and I don't think that's a good game mechanic. Luck-based progression? That's just frustrating and a patch to try to artificially inflate difficulty. It's not fun doing the same thing repeatedly until it finally works because you finally got lucky. I found myself more put-off than entertained by the end of it, and that's disappointing. Love the art, love the little story. The concept is great. But purely for bad progression thresholds, I have to say 2/5
I love the idea of a game based around Ada. She's one of my favorite characters in the Medieval Cop universe. I felt like she was perhaps slightly less eccentric than I expected in this game though. The 3D perspective was interesting and different, but I'm not sure that I prefer it over the normal 2D perspective. Both work well enough though. I was somewhat disappointed with the removal of click-to-move controls on the first screen, and I didn't really appreciate the momentum you had when trying to move around. I felt like I was skating on ice a little bit. The game felt more like a proof of concept for 3D, rather than a full-fledged story. We have seen other entries in the Medieval Cop series with multiple puzzles and crimes to solve in a single game before, so having only one here felt a little lacking. Overall though, I certainly enjoyed the game, and appreciate another good entry in the Medieval Cop universe. Thanks for continuing to make quality content VasantJ! 4/5
For some reason, I don't seem to be gaining gems anymore after the first time I finished the game. I've played a few subsequent games to the end, but when I get back to the screen where you can use gems to buy things, I have exactly as many as after the first time I beat the game. Is anyone else experiencing this? I'd like to buy some skins, but I don't have the gems and can't seem to gain any.
Thanks for making this touching story. I really enjoyed playing through this game a few times over the past couple years. I had been looking for it for quite some time because I couldn't recall the name. I finally found it again last night and showed it to my wife. She really enjoyed seeing someone with the same views on things as she has, and the story moved her, as it did me. Thank you for making a touching, wonderful, and memorable game.
The more I play, the more I think that there wasn't very good bug testing done. I keep getting glitches when I die or reset to my last checkpoint. Sometimes all of the ice blocks I broke last time are still gone, or the sand blocks are all gone, or the enemies are gone, or I can't get a checkpoint if I already grabbed it before. And far, far, far too often, the collision detection is just BAD. I'll be on the edge of a platform, yet I'll jump for no reason, or I'll be standing still and swinging axes will miss me 3 times, then hit me the next time. This game started strong, but the weakest point of the game is the precision, and unfortunately, the later levels require you to be precise. It's not so much that I'm fighting a puzzling room anymore, as it is that I'm fighting glitches and mistakes with the game itself. This makes the game literally unplayable at times. I have to reset, and sometimes completely restart a room and lose all of my progress, until the mistakes fix themselves.
Nice game, and I started off really enjoying it, but it became FAR too "by on the perfectly right spot and the perfectly right time 4 times in a row in this room, and I started just getting frustrated and angry. I also think that the underside of the triangle sand blocks deserve to have a rectangular hitbox around them because it's ungodly frustrating to constantly hit the underside and screw yourself over because you're trying to be so ridiculously precise about landing on them from below in the later levels. A rectangular hitbox would have been extremely appreciated, this one is just rage-inducing as is. Early levels were really fun and not too precise but still challenging. Later ones became a major pain in the butt. Amount of levels is wonderful and the diversity between them and mechanics used were all fun. 3.5/5, I'll round up to 4 for ya. ;)
I'm so disappointed how imprecise getting the rainbow items can be. I watch my ball travel over the rainbow item's sprite multiple times before it decides to pick it up. It's a very frustrating process to watch just to try to get the hard badge. I think I'll skip this one because I don't want to become any more frustrated with the awkward camera angle, inability to move in closer, and imprecise collision detection. Visually wonderful, extremely interesting, and very well done overall, but those few things really ruin the experience for me. 3/5
Thanks, we'll look into this!