Got the hardcore. Grinding is unlocked with the magic sword. You do HAVE to checkpoint warp out of the nastier returns (something I didn't know was possible on the initial release), but with careful routing you can barely get to the final torch on your last potion. From there it's simple to max out and complete the rest of the game.
Might be emulating eddynardo a bit too well, because the only problem is the same one he has: you introduce an awesome and creative set of mechanics, and then the game immediately ends.
Awesome! Good job. I wasn't sure anyone would stick it out through the last several levels. Glad you liked them. Appreciate the comment and thanks for playing!
Impossible done, 2771 deaths. When you get 1000 coins, a secret level appears at the top that gives you the location of 6 other secret doors. Two of those have an additional secret door inside the secret level, and one of those has a THIRD one.
It would be nice to have more Tyyni and Danu in the game, only it would make the game even longer. On the other hand, Tyyni and Danu each has her own game where they're the protagonist (Mind Trial and Golden Scepter, respectively).
Effective softlock is possible the first time you see monsters at the hill. If you grow vines toward the satsuki and 2x mizu, then die to the monster, Megami will rez you behind the monster with no way to get back down.
The place where you reappear depends on where you're facing when you're killed. So yeah, it's possible to get "stuck" behind the monster, but you can always return to town using your Return wand.
The corner-hop you do if you don't quite make a ledge is the worst thing ever. The final levels are literally pixel perfect, and that corner hop will just randomly throw you off so badly.
Pretty sure the no-death ending requires at least some grinding. The enemies in the game only provide enough first-kill XP to hit level 14 (final boss requires 16 to hit), and in particular the level jump between the archer and troll sets you back for the entire third area.
Since you're nerfing enemy XP based on whether you've killed that individual, it really needs a way to visually discern which ones have been killed. Maybe display their HP bar as yellow or something?
I think I'll have to do something. I wanted it to be some sort of “hidden puzzle” where people needed to remember who they killed but the up votes to your post seems to say it's not a good idea.
*UPDATE* When the enemy scroll is captured, there will be a small visual difference between enemies already killed.
I'm over halfway through, and so far almost every single level reduced to "quickly destroy everything straight down from the lightbulb". There's been rather little in the way of more delicate setups.
There are multiple ways to solve most levels. If you want to rely on skill and remove the shapes frantically you can. Or if you want to use puzzle solving and deconstruct the towers piece by piece you can do that too. It's up to you how you play.
Felt a bit simplistic early on, but Hard ramped it into fully utilizing the mechanics. Why did you split Hard off though? It's really more just the second half of the game.
Hello.
I split as it was an addition post-jam to the game. It used to be only normal mode, I wanted to explore the mechanics a bit more so an alternative mode was added.
I think you are a high tier player so it felt easy to you but I guess most players would have a difficult time (in the jam version, lots of people were not able to finish).
It is not arbitrary.It is equal to neighbors count.