First of all, why is this in the strategy and defence section when it is clearly a platformer? Also, it's parkour not parcour.
I have to say I like the feel of this game, the meat-boy-esque style of jumping off walls hits me in the right way -- it's a strong concept. As it stands however, the sprite feels very floaty and the ability to actually cling to the wall works only when the game feels like it. This is at it's most apparent on level 5 -- when you get there you'll know what I mean.
It's not the worst, and coming from this dev I'd say they are making improvements on their skills. For a flashgame, I'd say this is a strong 2.5 / 5. Looking forward to seeing if something will come of this in the future.
Yeah, I'm still working on motivations. But if you're looking for progression, there are many more performances to unlock if you have the right skills. And the performances themselves act like achievements because some of them are fairly complex to enable, but provide much higher service. Basically, the challenge is in getting the graph to go up in the way you want it to: it's the journey, not the destination.
Honestly, it's a very good game concept. It's like a peared down monopoly with a lot of the tedium thrown out. Other than the obvious "feature" of the AI refusing to bid against eachother after the player folds, this is vastly superior to monopoly imo. The fact that there is no mortgaging adds a level of strategy to holding on to money instead of upgrading, and I really appreciate that properties become neutral again after a player drops out, so no one gets an unfair advantage from just one unlucky die roll (like in monopoly, again, where a player who has been sapped the whole game by player 1 can land on a single player 2 property and all their resources go to player 2, imbalancing an otherwise fair game). I think with some love and attention this could be very good. I might make a spinner and play irl with some friends, because it's not too difficult to fabricate with some poker chips and whatnot.
be careful if you are a cheating bastard like me and use an auto clicker... totally just moused over the "reset wizard button" about 4 hours in and totally played myself. Karma at its finest.
I got through nearly all of the puzzles, now I have a bunch of numbers and no clear idea of how to enter them. How do I write a date as 2 digits for example...
Hey, guys ... not trying to spoil your game but the leash isn't supposed to break if you get all the endings sans 1 ... 1 where you never escape the rope.
Blocking seemed really useless after I had bought about 60 gyms and had well over 60 trainers and could only block about 1/40th the amount of damage coming in.
This is quite possibly one of the most interesting games I have played in a while...
Very interesting concept. Almost childish in it's design, yet has very very adult overtones. I entered amused. And left disturbed. Lovely feeling really. More games should be like this.
i was disipointed when i went in the water.
it was also very short. i walked strait and ran directly into the base camp thing then, spent the remainer of the time i played trying to figure out how to use the matches. you kinda just run into the fire... controls alright though, aside from that and getting stuck a lot it was pretty good for a flash game.
Yeah, I'm still working on motivations. But if you're looking for progression, there are many more performances to unlock if you have the right skills. And the performances themselves act like achievements because some of them are fairly complex to enable, but provide much higher service. Basically, the challenge is in getting the graph to go up in the way you want it to: it's the journey, not the destination.