Also wanted to add that it's SO cool that the sounds when the player clicks in a cell are in the same key as the BGM. I love the sonic interaction between gameplay and BGM. Really immersive in a highly stylistic way.
The basics of this game are really solid. On top of that, the music is not only pleasant but compelling and exciting. Somehow the music got more intense for the first time just as I was feeling that I was beginning to really understand the game. The linked cells was a really cool surprise as well. I appreciate how this game teaches you the fundamentals without annoyingly wordy tutorials, and how the difficulty builds steadily. This is a very elegant and well executed design.
This version does seem just a little less snappy than the one I played several years ago, but I think people are being a little overly dramatic about it haha
Also how does this one not have badges?? This is a classic!
With a few tweaks, this could have been a game instead of a timewaster that you can't possibly lose. For instance, limiting the number of powerups the player can use per level, or at least giving them a cooldown. They're all overpowered and come way too cheaply. I don't think I ever once had to really think while playing this. I guess there's a place for mindless fun, but this isn't really my speed. Especially given the Endless feature, I think there should be at least some sort of challenge.
The problem with games like this is that there's no consistency. Your success or failure, especially on the "harder" levels really just comes down to the luck of how everything happens to be bouncing around.
This game is really exemplary when it comes to introducing mechanics in a way that the user can understand. Great job teaching us in a natural way that shows rather than tells and lets us learn at our own pace.
A game that quickly becomes centered around kiting needs to control much better than this. Specifically, the dodge roll should be another button instead of double-tapping a direction. The character has such a short reach that his lack of agility is a real issue.
Putting everything in black and white makes the game an undifferentiated mess of danger. Adding some color would make things much more enjoyable for the player, I think.
I HATE that there's nothing reliable to take down a fast ninja on certain maps before he gets the gems, short of meteor. For champion ninjas in most cases, you can't ever have enough mana to take him down with meteors alone. Couldn't we at least have something that would give chip damage to invisible enemies, or at least slow them down? This is a gross imbalance in an otherwise great game.
This game is pretty interesting, but laser missiles are way OPed, especially considering you can get them to stay in the air from round to round. That mechanic totally breaks the game.
My only gripe with this game is that it's way too easy for the demons to stunlock you and just immediately kill you. Otherwise, I love the game. Seeing a bunch of green upgrade announcements is one of the most satisfying things in any flash game I've ever played hahaha