The controls are definitely awkward, and it's a *game design* issue, not a browser issue. I think the biggest contributor is how the character jumps something like 90% of his height, and blocks are 50% of his height. Given how small the sprites are, visually it looks like the character should be able to jump up 2 blocks, but he can't. If he was floatier but jumped ~75% of his height (1.5 blocks), or if he could jump a full 2 blocks, then this wouldn't be an issue.
I took your feedback into consideration and increased the jumping velocity of the character so he can jump a full 2 blocks. Thanks!
As for the browser issue, for some players input isn't being registered on certain browsers.
A relatively well polished yet poorly thought out game. Seems like a low effort mobile port, given there was not even slightest attempt to adjust the controls for PC. For instance, these types of games usually map the abilities to the 1-5 keys. Likewise, the dragging to combine is bit tired on PC (but standard on mobile), and the repeatedly clicking to open safes (75 times for a safe from the last level!!!) is obviously a terrible mechanic when using a mouse (or god forbid a track pad...).
And, as everyone else has mentioned, decreasing the overall amount of health for the Med. Chest ability is a straight downgrade.
Not bad. The first 29 levels are quite doable. Level 30...
Anyway, beat all 40 levels, but I had significant issues with not being able to reliably double jump in the last 10 levels. Makes the game a lot more of a hassle than it should be.
For those going for the hard badge, I would suggest a hybrid of LockeDreams and jasonjie88's advice: Go as straight up as possible (to maximize points from the cake eating part), but be pretty aggressive around bombs. It's possible to get 3 dangerous bonuses per bomb + some edge bonuses, which help out a lot. Got the hard badge after just 5 tries with this method.
There is a decent scaffold of a game, but, as is, it's a really unpolished game, at least when playing as a mage.
1) The third tier of skill upgrades just increase casting cost without adding any damage or the like (per the descriptions)
2) The movement system just ignores clicks during casting instead of queuing them up. The dev's "stay clicked" suggestion leads to less precise movement, which makes the game less enjoyable.
3) Leaching mana and health doesn't work with spells, which kind of defeats their purpose when you are playing a mage... Really makes you wonder why they are on the "hero's staff" item...
4) Picking up potions when at max just deletes them. Perhaps auto-use instead?
5) Inventory management is really awkward -- should be able to manually move items in the inventory.
The game is really poorly done. If you want to make a word game that is dictionary based, the first step is to make sure the dictionary is correct. Apparently 'tase' is not a word, along with a bunch of other legitimate words... The fact that there are freely available *accurate* dictionaries for programmers says something about this game...
The game seems interesting, but the controls are horrible on laptops/trackpads. Click and hold while aiming just doesn't work for long periods there... Also, doesn't work with touch screens or pen input. It would be pretty good with pen input, I bet.
Regarding the grinding complaints, I agree with the dev that it's probably poor strategy that's the problem. For the first few bosses, just balance using the dash attacks with healing (heal when you need life, dash otherwise). For the last boss, I focused on dodging and healing -- you can avoid all the lasers by staying at the bottom, and just dodge any horizontal bullets in the way. Only died once (first boss). For the levels, focus on healing, dodging, and using the dash attack. Never found much use for the sword attach (especially after upgrading the dash). Levels on beating the final boss: main weapon 15, dash 10, sword 5, health 4, special 8.
Could be ok, but there are a few big problems:
1) The interface is rather clunky for laptops/desktops. Definitely looks like a port from a phone app with little effort added.
2) Overloading left click. Click to turn on/off, click to lock, click to unlock, click to lock a row, click to check sum. Moving something to right click (say, locking) would be really helpful.
3) The 2-4 8x8 isn't solvable except by getting lucky. Especially in this context, having a flag to denote guesses would be very helpful to visualizes what you know and what you think might work. (Note: I did guess one right for the badge, but that mostly involved restarting until I got a favorable puzzle.)
For the hard badge, try to get max speed (up when the cart is center on the pole) and a jump with the rotation going back instead of forward. If you've maxed everything (no groupies) then you can start a backflip while aiming upward until you see stars, then rotate through. Got 1900 off one backflip doing that.
FYI, the badges seem broken right now, so you'll need to report it to Kong.
"Changes to Google Chrome have made Unity games unplayable within this browser." Except I'm on Edge. Anyway, doesn't work on Chrome or Edge on Windows, certainly won't work on Linux (without some rather tedious setup) = ignored.
Good story, as expected. Controls seem sticky on Edge on Win10, and can't jump while moving... Game crashes with "fatal scanner internal error--end of buffer missed" on Chrome dev on Win10. Gave it 5/5 anyway.
The music is really well done, but the game isn't :/. Have to press jump ~3 times quickly in order to guarantee that the character jumps. And since that's the only mechanic in the game, it's a bit of a problem that it doesn't work right...
For those looking to get the BotD, note that the "monster battle" option in training doesn't seem to count towards the badge. Only the random events and championships count.
Such a painful game to play. The idea is actually pretty interesting, which makes it all the more painful to play, since the execution absolutely ruins the game. The game has amazingly poor controls for a 1 button game, poor coding for determining where the characters are (hitbox problems as well as issues with the characters getting split up randomly), and a horribly memory leak that exacerbates the former 2 issues and causes sound problems and bad lag. The empty chest mechanic is just icing on the cake.
Definitely a ripoff of Monument Valley. Same mechanism, same look (color pallet, building peaks, etc.). Very little creativity added. If the author had perhaps refined or improved on the concept of Monument Valley, that would be one thing, but this really just looks like a less well coded knock off :/.
I took your feedback into consideration and increased the jumping velocity of the character so he can jump a full 2 blocks. Thanks! As for the browser issue, for some players input isn't being registered on certain browsers.