The upgrades menu is a bit plain/odd it's utility is good, and looks like it could easily lead into phones. However the presentation of it is off, with the picture castle dungeon taking up so much screen is kind off. I enjoy the game very much thought, and it runs very smoothly
There is a noticeable issue with screen resizing/ background centering when zooming in our out in your browser. This is a minor, but important issue cuz my vision sucks
Level thirteen is unnecessarily hard. If you want to challenge people make this a after game mode. Don't muddle up your campaign with a mission that arguably does nothing, but make it unnecessarily hard.
It would be really great if you made the pincer campaign modes a little more beatable, because at the moment there is such a huge margin for error. That it begs the question why i would continue to bother with playing if i just get to a point where i hit a wall.
Using a touch pad or mouse for movements seems to have some logic issue when a character defines its path based on where it should go. the character seems to jump between possibly define paths of least distance. My question would be does the character chose the path the stick to that b
Path? Or does that character chose a path then repeat a set of switch cases that checks if there will be anything to impede his path?
Well, I do not like some of my cards. Some of them are good, the others are not what I expected. I have designed all characters by myself. And have controlled the CG artists to save original concept. Its indie game, I have not much money, that is why the quality of art differs.
~Positive: Absolutely the cleanest game I've seen in a long time. There also appears to have been a good deal of optimization that has gone in to this, coming form a codding stand point
Cons: There is a lack of user immersion, but I think that having a clean profile like this game to start with allows future iterations to have tremendous possibilities.
Short thought... The gun is unusually difficult to use with a touch-pad. Would there be any possible fixes for this, and or solutions that seem both viable and palatable to the community?
Add that little bit of randomness to the steal option takes away the rigid predictability that was developing. The game feels far more "natural or fluid," in its current fashion post patch. The other thing that add to the game, if taken away modified, would be the over abundance of sp? Do you want more control in the way players rise, or is it the intention for the player to be rewarded for early grinding i.e. "delayed gratification technique"?
There is no AI Pathfinder, so it is the latter.