Pretty good take on Knightmare Tower. As it's been said though, having a time based combo system is no good. Keeping in the air or not getting hit make more sense in this format.
I really want to like this game as it shows a lot of promise. Later levels get really laggy though, becoming a problem for me about halfway through the red forest. You might want to add some explanation about how items work and what a strong enemy is, those prompts that flash across the screen the first time you see them aren't enough.
Love this series, but the lag makes this the worst of them. It might be a data leak, since it seems alright at first no matter which level I start on. I've yet to have a boss fight go the way I want with all the stuff they spawn... easily had enough mana to fear them off, but it didn't register fast enough.
It's been a long time since I've felt so satisfied after completing a game. It really made me think. I appreciate the writing and music especially... thank you very much for this enlightening experience.
It's great how the challenge levels force you not to follow the stage's tip. 'Use splash weapons on large groups of weak creatures (but we won't let you)'
Great game as always, but you seem to have a data leak issue here. Slows down to a crawl over time; might be related to the battle start animation or summon animations.
The goal is kind of unclear sometimes, but figuring out the objective is part of the puzzle it seems. Very cool, 7 for originality, 3 for gameplay, -5 for making a monkey of me.
These controls could not be tighter. Simple responsive, very easy to switch from agressive to defensive to evasive. When I get hit it's my fault, not the games. Gameplay is also solid, though I wish there was a way to shoot a fully charged primary without completely emptying the gauge; alt fire or a quick tap or something.
Man, I've played the hell out of this. It's hard and I love that, but some of it is a shitty kind of difficulty for a strategic game... random chance. Which towers the air attacks will target, the order the members of a wave come into play, how they're distributed in multi-path levels (if all five tanks choose the same side again, I SWEAR...!)... the last one is ESPECIALLY annoying; you can lose a level in one wave to simple bad luck. I'm not sure how you'd fix it, but please try. I love this game, but I hate loosing to cheap BS. I'm not even complaining about air waves, so you know I'm serious!!
Well... I guess after a score like that I should post some tips. 1) If it's not too crowded, hold off on opening the rainbow box. It doesn't disappear like the others, and more golden zombies out means more score. 2) Reflecting the eyes with freeze crates is really useful if you aim it right. 3) You can kill the Evil Eye, but it only takes damage when it's open. I could only do it after getting the last upgrade and it still took a while. Worth it though, 25k or so points and the zombies seem to weaken once it's gone. Good luck!