Briefly engaging but only about one step better than an idle game. Needs a lot more strategic choices and a bit more things for the player to do. Also, some sort of challenge. Winning is an inevitability unless you quit playing. It's just a matter of how long will it take.
Possibly if you had a village with assignable plots of land and limited resources funding an adventuring team then the complete automation of dungeons would work. But as it is... Sorry, this isn't "the best of farming simulation and auto-dungeon crawling." It's just combining the ideas of farming simulation and auto-dungeon crawling.
Still, not bad. I've seen much bigger games do worse. Keep up the good work guys.
Hi there, thank you for playing our game. Would you please share with us about your opinion on which parts of the game that upset you, we can evaluate your suggestion and optimize the game accordingly :)
Speaking as someone who bought the full version, I have to agree with protomagic. Energy systems, micro-transactions, all that is crap that will NEVER get my money. Not dime one. This game got me to buy in about 3 minutes of play. Wish all the marketing twits that keep putting cookie cutter energy system games on Kong would figure it out.
Level 18 and thus far all puzzles are painfully obvious. It it starting to be a dex/timing challenge. That would be okay if the controls were tight enough to do a timing challenge. Sadly, they aren't. Though it's rarely a good idea to start as a puzzle and change to dex challenge half way trough.
Seems to have issues registering the reckless challenge objectives. 3 out of 4 tries I ran over dozens of pigs and got no credit for them on the challenge meter.
You have a good concept here. But is seems as if you didn't really do much with it once you had it going. Once you figure out the facing control (I'm being intentionally vague to avoid spoilers) you sort of know the whole game, so to speak. No more mysteries to unravel, just jump timing. I'm not saying all games have to be huge... it just seems like something was missed here. I do disagree with zmarx though. The slidy controls aren't imprecise, they just require better planning. I'd keep them.
I understand you. I really wanted to build on this first game a 5min. game to have a fun in a little time :) I am working on a sequence with more levels and more variety. Thank you for playing :)
It's a good start. There needs to be more to it. Different areas and such. The same map over and over with fewer starting resources and more starting monsters... it gets old quick and has little replay value. The basic game is decent. Good artwork. Solid Conga line combat without the conga line. Some different roads and such would definitely help. Aaaaaaand locking up when you loose is a definite turn off, but that's just quibbling.
I'm not the first to say this but, game does not start. Stalls in menu. Tried burnboy250's solution. No go there either. Quirk of his bizzarro world system I guess.
What advantage does the game get by making you wait for energy to return or for upgrades to happen? It doesn't enhance the game any. Makes me want to play it less in reality. It must be some sort of marketing decision, though what I have no idea. A lot of Facebook games use this strategy to get people to come back regularly... but these games have banner ads and such to gain money from frequent returns. This one has no such advantage so... what is the motivation? The only idea I can come up with would be if the devs had basically cookie cutter copied the marketing strategies from every Zynga game ever made without thinking about why they were used and simply applied it to a sword and sorcery game. But to say that about this game would be overly harsh. They do have an interesting story... well, okay, somewhat interesting... and some very good graphics so... still, there must be a reason. What could it be?
Needs more options and branches. More options in combat and more branches both in story and quests. Right now the graphics are pretty, but there isn't a heck of a lot of reason for me to be involved. (Attack, attack, attack... uh oh, it has a lot of HP, spell...) If the combat is to be the primary game mechanic, there needs to be more interaction.
I am NOT complaining about all of the women in this game being overly buxom. Please continue. But why do all of the GUYS have to be so ugly? Could we have some "Buxom" male characters for a change. (And by that I mean hot, not top heavy.)
You know what would be cool is to be able to offer a reduced price on a suggest in order to increase the possibility of a sale. Or a complementary item to raise customer happiness. With the decreased percentages, it's almost impossible to get an angry customer back... or to just go away. Ooo, maybe a "Be rude" option to decrease the chances of that person coming back any time soon...
Hi there, thank you for playing our game. Would you please share with us about your opinion on which parts of the game that upset you, we can evaluate your suggestion and optimize the game accordingly :)