This is really tedious and unfocused. There's an extremely low ratio of game to dialogue, and most of the dialogue is circuitous padding while one dimensional characters play their one dimension over and over -- but I can't just click through blindly because I'm afraid you MIGHT hide something important in all that garbage. The end experience is deeply unsatisfying.
Still seeing scrollbars. I can put overflow: hidden on the element and they're gone with what appears to be no visual loss. I suspect the game is just barely wide enough (like, fraction px) to trigger a horizontal scrollbar, which then takes up vertical space and triggers a vertical one.
Moral #1: the world itself will physically warp around you to accommodate your shortcomings. Moral #2: Sometimes you want to jump but it just doesn't happen -- this either means you don't know how to plant your foot on sloped surfaces, or you have a horrible neurodegenerative disorder.
Seconding the need to be able to mark empty tiles. Also the calendar navigation is TERRIBLE. You at least need to be able to click/tap once to change months.
My point wasn't necessarily that it should drop less money, just to make it less visible. When everything's dropping red/green money AND firing red/green bullets, and your own shots are layered over the top of hostile fire, it becomes borderline impossible to see what's threatening you. Most bullet hells will have score items and your own shots on the very bottom draw layer, and sometimes even make them go transparent so you can see stuff around you.
Noted! Might add a bit of transparency to gems and shrink some of the larger ones. Also, create 2 new bottom layers. One for the gems and another for player bullets.
Thx for this feedback. Good stuff! Also, if I can get this magnet a little stronger without performance dips, the gems should be coming in faster than the bullets so they should be easier to spot.spot. Maybe even give some of th he small bullets a little growth. Good stuff indeed!
Also during boss fights that spam minions, you need to do something to make the money drops less visually cluttering. There winds up being so much crap on screen that if you weren't just spamming the overpowered sword there'd be no way to dodge things regardless.
The sword is just way, WAY too good -- or maybe there are just way, WAY too many special gauge powerups. You can literally sword spam most bosses full to dead without having to dodge much of anything.
Seems to very quickly run out of reasonably doable content. I can clearly see that there's more content THERE, but it's not accessible without an unreasonable grind, very good luck on rare item/familiar drops, and metric asstons of gold spent on potions.
As much as I usually hate F2P games (especially the ones Kong usually picks for badges), I have to admit I'm pleasantly surprised at this one for actually having an effective tactical system. Bonus points for the training missions that teach them effectively.
Hooooly crap this is an obnoxious pixel hunt. Finding the first puzzle alone is having to click one small object out of two dozen identical ones, and that should be anyone else's warning flag.
I mean I can't really say this game is a ripoff since Fillz was also your game. But it's certainly a lazy reskin. Between the sexist story and annoying music there wasn't really any reason to just rerelease the exact same 60 puzzles like this.
The skills to reduce Fright's cost don't seem to actually do it -- they just reduce how much it checks to see if you have, then let you go into negative mana.
Hi, Is the scrollbars removed now?