I was going to post exactly what crimson589 just said. There absolutely has to be a grace period after invincible mode to make it fair for the player to adjust.
Yeah if you're going to rip off a game as well-done as Chuzzle, might as well make some interesting additions to the gameplay. This one doesn't, though.
(Also left via shout)
I was playing one map that has all or mostly fire weakness with an absorbing fire at the end. That end boss was getting crippled by me, but when he went through my massively powerful fire mages, he would absorb up to his original HP value (4000) instead of whatever his current max was (say in the 2600s). I eventually did beat him after several passes, but it may have also led to really wacky large XP gains by some units (not totally sure on this one).
Anyway, absorbing above crippled level definitely occurs.
Thanks!
Northern Ocean is an ocean??? Maybe just a translation problem? (I'm assuming you're referring to the Arctic Ocean in English.) Got the question again and answered Southern and it said I was correct.
Amusing concept, though. Irritatingly difficult to not get hit while trying to answer a question correctly.
Good concept, it's actually really really easy. At some point the ball needs to get faster on one or both sides perhaps resetting somewhat depending on level after you die on that side. Currently I feel like I can play indefinitely.
Interesting. Would like to know more about scoring, don't really care enough right now to figure it out. I guess this is an interesting timewaster, but I can't honestly say I'm having much fun with it.
There's a game here somewhere, though.
(cont'd)
The whole point of the discs was to escape and clear the board of enemies. Here they just bring you to the top? Well if the green goblin is bouncing around up there, guess what? You die. Discs: Not better.
Firing is useless 50% of the time because you're facing into the walls. Even when you're not, I figure it's of limited usefulness. At the best, impractical. An improvement? Not a very useful one, so I'll call this one "meh".
Maybe the game gets better after the basic pyramid levels, but right now I don't really feel like trying to find out.
Hopefully you take my criticism constructively; I do generally try and want to get people to make better games.
I've played a LOT of Q*Bert in my day, and this quite simply is no Q*Bert.
Sure, you copied the basic design and attempted some things to make it "better", but one thing people often forget to realize is simpler is often, quite frankly, better.
Let's start with the controls. The mouse is an absolutely horrible way to control Q*Bert, at least to someone who's played the game. You're so used to being able to go exactly where you want from where you are it just becomes second nature. Now I have to move the mouse awkwardly and click? Not better. (In MAME I have my keys set to 7913 on the keypad for easy control.)
As for the enemies bouncing all over instead of just downward, ok, whatever, I can deal with that. Q*Bert did just fine itself, however, with enemies having differing gravities to provide some mix.
High marks for the interest puzzle concepts, lower mark for the seemingly unforgiving time in some of the levels. It's a solid 3/5 for me with room for improvement after some timers are tweaked a bit I think.
Actually I just played it a couple more times and now I know for a fact that the collision area is huge compared to the size of your circle. Very irritating. Also, if you mute the music, it would be nice if it stayed muted until you unmuted it instead of coming blaring back on when your game ended.
It sure seems like the collision area is bigger than the actual circle because several times I died when I felt I shouldn't have. Oh well, last play was 10287x54=555498.
First play: Wizard, adventure, dark tower of doom, you win.
I guess there's more to it than that after mucking with it a couple times, but it's obviously not good.
Semi-entertaining, seems there could be somewhat puzzle-y elements to knock out some of the stuff. Generally speaking, though, just move right as fast as possible to complete most of the goals.
To me it feels a bit ambiguous either where you are or where you're landing, especially after you hit a turbo tile. The whole game is just kind of weird to me since you're going through a "tube" but yet the turbo puts you way above the tube and you can't land on the "bottom" of the tiles on the top side.
More than once I died because I thought I was landing on a further tile than I actually was. Maybe it's my problem, but like I said, just seems like there's too much ambiguity.
1/5 because if you're going to take an existing game, then try and make it better. There are so many things wrong with this version from ghost movement, blue time, eyes going through walls, no fruits, ghosts not going through tunnels, it just doesn't warrant a very good score.