@saisamara (I know I'm two days late on this, but oh well) There are, indeed, sharks capable of living in freshwater. In fact, one of the more aggressive species, the Bull Shark, can live in freshwater. Feel free to educate yourself: http://en.wikipedia.org/wiki/Bull_Shark and http://en.wikipedia.org/wiki/Elasmobranch
And now I just lost my piranha because he got stuck underground where I couldn't move, and the sharks were able to get me regardless. Not the first bug I've seen here (not even close) but it's the first one that has really screwed me over. =/
Create, test / fix to best of your abilities, release. That middle step seems to have been omitted.
The piranha really shouldn't move slower the closer he is to your mouse. I recommend keeping his speed constant. He can lag behind the mouse, but he just shouldn't move slower as he gets closer to his destination; I can't tell you how many times I've ended up making my mouse leave the screen trying to make him get to the side at full speed.
Now, I have a theory about what could be causing the RNG issues, if there are any. Since "true randomness" isn't possible, RNGs use systems. I suspect the rolls in this game come from a roll system. The thing is, with this simple system, it's the least "RNG." What may (conjecture) be happening is, with the length of turns being static (at least in my experience, there is no real thought behind what you'll do next, and the animation length has no fluctuation, save spells), the player will oft lock in the action in a time-frame. With the sheer speed of rollers, there's still randomness, but you may find that instead of there being an equal chance of rolling higher/lower than 50, the countdown will often fall in a range. So, instead of having a 50/50 chance, we've something as tight as 49.9/50.1 or as wide as 20/80 - just depends on where the roller tends to land at point-x; x being the reaction+action time. Purely conjecture, but if there is truly a discrepancy, this may be why.
The "racial bonus" for being a demon is rather... underwhelming. A static chest-piece? If this game's item stats works out like the last (and almost everything has been consistent with the last one, in my experience thus far), said static chest will eventually be on-par or even out-classed by 'artifact quality' chest-pieces anyways. And, then if that is/were to happen, I'm not allowed to switch it out? 'Kay.
I wish the damage was a bit more consistent. IE. Instead of a weapon that is 1d6, you make a weapon that is 2d3 (or, even 3d2 if you want to get really risque.) There's enough randomness that kicks-me-in-the-ass as it is, at let me have a good idea how hard I'm going to hit when I actually manage to.
Nothing like versing an enemy mage that can semi-regularly hit me for 10-14 damage, when I can barely dish out 1 damage 3/4s of the time... and then have that said enemy mage completely negate my damage by healing himself for 11 HP. Ridiculous, no amount of tactical strategy can ameliorate the absurdity of that scenario -- especially when it happens all the God-damned time.
To rate this poorly due-to having to read is criminal. The writing avoids being bombastic. The grammar is nigh flawless, despite there being a lot of it. The story, characters, and dialogue are all enjoyable and full of humor. And, there's a definite moral to be taken from the story, despite it facetiousness. Rarely do I rate a full 5/5, but this, without an iota of a doubt, deserves it. A very endearing and praise-worthy work.
Fun enough. Do wish mouse clicks weren't how you switched your screen. Mayhap the spacebar instead? It just seems tedious and unnecessary, being that I have to start from the ballista to start my shot otherwise the screen will switch. That's a minor issue.
Also, there is a plethora of grammar and spelling issues. Still minor, but it's vital for presentation.
3/5
The issue with the weather effects seems to be that it's actually charging you to activate their respective boxes. Thereafter, it will charge you once again to actually buy the ability. How this flew under the radar, I do not know.
Was fun. Even played through the missions twice in order to obtain all upgrades. Some of the level ranks seem rather... out of place, though (ie. "Lord of Demons," or, something to that effect.) Just one of those pitfall cliches that people who don't like flexing their creative fingers tend to use. Unless, of course, we're actually killing demons driving tanks and helicopters, in which case it's still sort-of cliche, but at least relevant. 3.5/5, rounded up to a 4.
Pretty easy game. Save your fuas for the beginning of new fights. After using your fua, get to a corner of the screen. Time your attacks so you're constantly using your first punch (don't finish your combo, so they're never knocked back, and proper timing with the first punch is the fastest attack speed you can have, not to count the zombies won't be able to attack you through the fast punches) and you'll rarely, if ever, get hit.
If you active Wrath Scream whilst running, your character's movement will get locked and you'll have to save and reload the file in order to control your movement again. Been able to replicate this twice now, so yeah.
Would be considerably more enjoyable if, instead of being basically being clotheslined when you smack something from the bottom, you simply go through it (or, you knock it down.) This would make getting all the upgrades much quicker (and it's already pretty simple,) so, in tandem, I'd also recommend adding more upgrades / breaking them up into more parts.
Yeah, archers are far too powerful, or, really, melee units are far too weak. On harder levels, trying to use a wave or phalanx strategy just never works; the only effective strategy is just to pump out as many archers as possible. There "weakness" to melee is completely countered by sending them in large groups, because the melee never reaches them. You add in the fact that they cover much more area, both in width and and in length on the field, and its no contest.