There needs to be a way to see what skills certain ability trees entitle before actually buying them. I just made a novice mistake and bought a unit my team composition didn't need at all. Perhaps something like a 1-2 minute refund thing where you can rebuy it after that amount of time, allowing the person to get an idea of what the unit is before actually buying it.
(Continuing from previous comment) 5. The overall verdict is good. Considering all the work that releasing a game on Steam entails, I'm surprised that you two had managed to turn out a nice followup to a great game so quickly, even if it was short. The humor was on point, I love Jheed's work style (in RPG terms, he seems to be more of a thief as opposed to Konrad being a brute), the art style was unique and lovely (can't quite put my finger on it, but I would say the fluidity of it. The animations for Jheed also seem to back up what I said about his speed, and I love it), the characters were amazing. The only thing that I would say was lackluster was the puzzles, which comes naturally from a game this short (which, as I said before, is completely understandable given the time). Sadly, the first time I played this, someone closed the game and all the notes I had taken originally were lost. Sorry if I couldn't offer much feedback here.
One day, friend, we'll be rich enough to afford a giant golden slate on the upfront of our office. Upon that slate, we'll carve the names of the people who believed in us and give us the strenth we need to go on with this hard struggle we choose to follow. Taht day, HuthayafahA, your name will be first in line, and will be remembered forever. About the feedbacks: 1-3: THANK YOU XD it's great to hear you liked our choices there! 4: You're right; as we said, it was sort of an experiment, we learned our lession! :D 5: You're right, ATOC is taking ALL of our time, but, still, we're trying our best to keep releasing games on Kong as much as we can. Thank you again, people like you are more valuable to us than you could ever imagine, and right now words like yours are what we need to keep on fighing. Thank you again, and, of course... keep having fun! :D
Some notes and thoughts: 1. As always, love the references to other games ("I'm no technomancer") and to characters not mentioned yet. Don't think I didn't notice that he mentioned someone named Cassandra :D. 2. The story of how the mouse got that diamond must be told :D. 3. I kept telling Jheed to hit the gnome in the face. Konrad is a bad influence on me :D (and I'm having too much fun playing this game) 4. As everyone said, the flipping entrance/exit sides with the rooms can be a bit disorienting.
Man, this is beautiful. I played the old one, and the ending to this gave me serious nostalgia. The way I'm seeing it, each game seems to cover the next generation. The character in this game was the one rescued in the previous game. I could easily see Meredith being the adventurer in the next game.
Part 2: 4. As the title says episode 1, I assume this is going to be the first episode of a plotline? If so, that would be awesome. Everyone knows that AMOC is a masterpiece, and, at least for me, that was because of the suspenseful plotline and intriguing puzzles that were conveyed in a simplistic, 2-dimensional environment. I see that you have fine-tuned the artistic magic that sprouted from AMOC, and I'm excited to see how the story-telling magic will manifest if this is part of a plotline. Sorry about the long review. I just couldn't help but let the nostalgic style of this game speak for itself. 5. Being a programmer myself (though I'm not skilled at it), I understand that programming takes time. That's not even factoring in making concepts for story progression, characters, settings, villains, etc. I'm not sure about others, but, again, I'm ok with you taking your time to produce a well-rounded game. Genius, which is found plentiful in your games :D, cannot be rushed.
4. We're already developing a new RQ adventures; this time, though, there will be a new main character - as we'll try to explain within the series, the 'rogues' in the title are sort of a guild, and Konrad is just one of its members. We hope you'll like his friends... 5. Once again, thank you. We're putting all of our energies into our games, and it's not easy, as you say, but we'll keep on fighting and it's just GREAT to recevi feedbacks like yours... so thank you, even from Mr. Gilbert, Konrad and Terry!
Some notes and comments: 1. I spent an hour trying to punch the gate with my fist. I are dumb. 2. This is an interesting new character. One thing I noticed about the protagonists so far. Mr Gilbert is a psychic. Terry is a technomancer. Konrad seems to be somewhat of a brute. Love the diversity here. Plus, you capture each protagonists' personality perfectly by their way of getting things done. For example, Konrad punched down the wall with the fist tool. I would imagine Terry would have made a corrosive acid with her alchemy set. Mr. Gilbert would dig a hole in it with his pen knife. In short, I love your portrayal of characters. 3. Awesome game. Love how the dialogue is concise enough to make them simple to understand. The objective is clear, the means are clear, but creativity is needed to achieve those means.
We're SO glad for your words! D: Thank you, you just made our day! Answering your points... 1. Nah, it's ok, wanting to punch things is just Konrad's personality affecting you. 2. Thank you: to us, character development is a key element and we already put maximum efforts into it! Maybe one day we'll make a crossover, who knows XD 3. Thank you very much: after some long adventures, we wanted to try something shorter, so that we could be able to release faster, and it's great to know it went good.
Ok, I wrote my last comment before I finished the game. However, when I got to the point of scaring away the monster with the Bagapipus Carnosa, it froze. I refreshed and tried it again, but with the same result. Here's a link to the picture: http://imgur.com/ZwjEhKT
2. Pretty good sequel, with some excellent puzzles. Loved the colorful art (even if it's pixel art), the creative puzzles (Love the AMOC puzzle reference with the engine and the Code Breaker reference with the alchemy set. Although, the alchemy ones were a little too hard because of the paper recording). The characters were also pretty colorful, especially Cody, the funky cultists, and the giant. Nice work on establishing an AMOC-worthy sense of lore, though a bit lighter in tone. It was difficult (had to look at the walkthrough), but it only grew too hard because of all the dialogue. A huge part of the game relies on listening to all the characters' dialogues, and that took waaaaaaaaaaaaay too long. Maybe it's just me being used to the dialogue box at the bottom of the screen on AMOC. Anyway, awesome work.
Btw, I’m not experiencing any WebGL problems
1. You made our day. 2. XD We're glad you noticed that references, we were waiting for someone to notice that 'Mr. G.' reference as well! :D 3. THANK YOU! 4. Your idea about the future setting for AMOC is interesting, who knows... maybe it's right XD 5. There are still paper knife, but they're legendary tool that only the gods' champions can use! 6. We see your point about the difficulty level, we'll consider it for the next part! 7. It's GREAT to see you're still supporting us, this is really heart-warming! And, as ever, 8. KEEP HAVING FUN! :D
Some thoughts and notes:
1. The Jwillox mentions the Great Ancients. Isn't that the species Mr. Gilbert is from. Plus, when you try to convince the drunkard to pay up, you can tell him that Mr. G ordered him to. Mr. Gilbert anyone. Plus, the Jwillox is purple and mentions realms. Coincidence? I think not (Incredibles reference, for those who don't know :D)! My theory is that this occurs thousands of years after AMOC, where technology has advance, Mr. Gilbert becomes a sort of 'legends', and humans, in their infinite foolishness, replaced a pen knife with a multi-tool.
Awesome take on the game Mastermind. As others have said, the tutorial is a little too thorough. Plus, I found the background a little too distracting. Often found myself looking at it than paying attention :D. With puzzle game, I guess it helps to be simplistic. Also, the number of test attempts to get gold is too low. Standard Mastermind games have around 8 tries. Otherwise, love the game, as Mastermind puzzles are always welcome. Loved the background a little too much :D. Alien designs seem pretty original. For your first game in the non-point-and-click puzzle genre, pretty impressive.
Thank you very much! :) We already took note of the tutorial issue, we'll surely look to it in a future release. About the attempts, as we already said, we never played mastermind; we set the attempts number for the stars looking at how many attempts it took to ourselves to complete a level. If many player will find it too hard, anyway, we'll eventually lower it, no problem :)
Thank you again, have a great day and keep having fun!
By far the best of the series. Love that you took the suggestion of making it longer and more complicated. Also love the nod to the first and what looks like a continuing storyline. Can't wait for the next.
Trump? Who's that?