One of the slowest idlegames ive come across. Did not have fun due to it. Quickly hitting walls and there is no info what upgrades will provide. Feels like a predatory cashgrab.
Deeply unbalanced. Biggest factor is RNG in getting cantrip upgrades or not. If you dont get crystals and coins to upgrade a cantrip every turn you might as well start over. Even if you do its still RNG if you win or not based on draws.
Absolutely awful game. When i got to the same level as kenection posted a screenshot of, where hint says 7(seven) but 2 and 6 are already on the board i rated it 1 star. Beyond that - no actual hints, a blind idiot needed needs the red coloring for wrongs. A star for "perfect", are you joking? The entire point of sudokus is to make notes and fuzz around. This is a joke. Default setting is to not reward stars... whoever designed this needs to get back to design school. This shouldnt even have gotten badges in its current state.
I did not like that i had to replay the same levels. It was more like "meh?!" Is the game trying to say something or was it more a first proof of concept? Anyhow, if you are to redo levels identically change at least something.
Chaos. There is no point in getting any upgrade save for more movement, the enemies are far to numerous and boxes you in within a couple turns and at least half of them leaves AoE dmg effects when killed. So there is no point in getting armor or AoE because if you kill them you still get stuck in a cloud of AoE that kills you. More movement is the ONLY THING that kills and keeps you alive by letting you get away. Its both a good and bad game design in the upgrades. Needs a lot of balance changes to be a good game.
There are so many different small rng things that decides the outcome. Sometimes knights kills nimble units in the center of the room, sometimes not. (they didnt have red dmg upgrades.) The game desperately needs an undo button.
Offense is the best defense, that sums it up. Nice effects&sound and the neon is clean. Pretty good game. Without the pause button it would have been a nightmare.
Controls are way too sensitive. Levels 1 to 4 are too easy while level 5 is virtually impossible. Its not only a perfect pixel its also a fraction of second with a bad controls. Was fun until level 5. Cant reproduce the lucky shot i got there. Never playing this again.
Spikes, platforms, energyballs and the character etc moves so fast on new PCs compared to 10 years ago. At some point in time flash/specs have changed and the game is nasty to play instead of fun.
High potential but so many of the animations are so fast its nothing but a blur and brute force. Some are fine but just tedious waiting for that single defining thing to repat. Colors and the rapid movement cause headaches if you look at it for long. Not a good game.
Yeah, on 15 i found all but one of the squares with the help of shadows. Circled all of it several times. However, the last one was nowhere to be found. Dragged the last box around the entire board until it randomly solved. That was the most infuriating level by far. 17 is basically Simon says, some people will find it fun others will dislike it, a lot since its so straight forward. It takes 2 seconds to figure out what to do and moving to explore detracts from solving, there is no hidden stuff introduced earlier which prompts you to explore, you reach all the lights by just turning, no movement required.
Sorry to hear that, but thanks for the comment! Couple hints: On 15, you can find the locations for the crates by looking for circles of light as you cast shadows around (remember to right click to move the camera and make it easier). On 17, there is a rotating arrow in the lower right that shows the combination (which is randomized), starting at the yellow dot. It's meant to be a memory level, not trial and error. I may move the starting location so the arrow is in view when the level loads.
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