They need to add another badge or two to this game, since a player can win these two badges about 1/3 of the way through the game. Otherwise fun and fairly easy yet satisfying.
This game is not bad, but the nukes are way too cheap and way too powerful. As soon as someone gets enough coins, etc., to get to level 30, they can pretty much nuke every screen from then on, and get perfect scores instantly, and then just buy a few more nukes every couple of rounds. This not only removes any sense of "skill" in the last third of the game, but it makes the other 3 power-ups totally irrelevant. If the nukes cost 25 coins per, I think you'd have a more balanced game. But it is fun and quick anyway.
Nice dungeon crawl. 3/5 with potential for higher. The other comments I am seeing here ring true. I never used any of my shields, because in the beginning you can just outrun enemies (or their bullets) and at the end you can just evade long enough to cast spells and beat everyone from a distance. Bosses are tedious--you simply outrun and then wait for hibernation. Maybe specific-colored keys for specific doors would make this a bit more fun.
For the medium badge, you really should stipulate that a player has to win on Normal or harder. By about year 36, a player on "very easy" from virtually any country has all of the defenses they'll need to make it to year 50 without ever buying anything new.
A good, entertaining game. 4/5.
There is a serious glitch when you get to "level 3" jumping ability. You get stuck at the top of your jump all the time, and there is no way to continue (unless, ironically, you are killed by an attack).
Also, why in the world are there 45 areas, but no Area #9 (there is an Area #46, though)?
This is an outstanding game. I only wish I were good enough at it to be able to get all 90 triangles.
I think you should allow rebinding of the attack weapons. I only have one button on my mouse, so I had to hit "control" on my Mac to shoot my absolutely vital second weapon, and it was almost impossible to do this all at once while I was also trying to move and jump. If W and E had been my attack buttons, or something similar, I'd have had a fighting chance to get to everything with one hand. 5/5
So it turns out that my previous comment about this game was grossly uninformed. I had said that it was a negative attribute that one rune, with upgrades, was so powerful that the other runes were unnecessary, and I just hadn't gotten to the point in the game where this is no longer true. Survival in the final rounds does demand switching between runes quite often. Apologies, and this is a very good game.
And then the punchline is that in order to upgrade your team in that short a period of time (under 600 games) you already have to be winning the Superbowl almost every season for 40 seasons to even come close to this goal. So why then would you need the upgrades?
This is generally a fun game. A lot of the football action is realistic, though not all of it (i.e. a decent WR in a shotgun formation will almost always beat the corner to complete a pass, far more so that in real life). It is exciting to complete passes, get touchdowns and win, and the celebratory animations are a nice touch.
The biggest problem with this game, though, is that the upgrades are insanely overpriced. If you go 14-0 and win the Superbowl, getting an average of 6 TD's a game, all with successful PATs, that's about as well as you can possibly do on offense. And that gets you $1.05M in achievements, plus $2.7M in game wins, plus the $1M you start with. That's $4.75M in earnings for a perfect season, and it isn't enough to even afford the best Right Tackle on the market. You'd have to play almost 40 entire seasons to fully upgrade your roster, which is over 500 games.
I really like multi-layered games like this (a Match-3 as part of a dungeon crawl). But the balance in this game is often off. The right combination of spells, especially late in the game, turn most enemies from unbeatable to so easy that it isn't fun anymore. Also, there isn't nearly enough gold, even with sales in the shop, to max out upgrades without (in-world) "months" of re-fighting older pushover battles just for loot. Lastly, I don't know why the debt exists at all. It doesn't affect gameplay, and there's no badge or in-game achievement for clearing the debt. All in all, the puzzle elements only remain interesting for a little while, until the only purpose of repeating them thousands of times is to finish the game, and if you're looking to finish everything (max upgrades, max achievements, and all 24 bosses defeated), it is way too grind-y. And, BTW, there isn't even a particular "Congratulations" for beating the final level. 3/5, a bit generous but I like the game type.
This is fun. My main issue is that I got to level 97, where I just couldn't kill anything else without dying, then used the escape wings, then although I started at level 79, I no longer have much money or any good weaponry. So going back into level 80 is instant death. In other words, the demons are powerful enough by the later levels that it is pretty much useless to escape, and useless to auto-start on those later levels. I understand the impetus in not wanting to remove the risk from the game. But most upgrade-based games, including dungeon crawlers, don't lead the hero into an impossible situation where he can't go back and he also isn't strong enough to defeat anyone.
It is possible to solve all of these puzzles with no "guessing"/luck. Though sometimes it is very hard, particularly in the final puzzle. Also, BTW, something should indicate how many puzzles remain before the game is won.
My comment is the same as EVERYONE's. The game goes from challenging but fun to WTF??? crazy-level impossible in the last 5 levels. There should be a medium badge at level 55, because the dropoff of players that can clear level 60 is enormous, and people have spent hours just getting to this point and are then totally overwhelmed. I'd almost push for 15 badge points at level 55 and 60 points at level 60.
This is an interesting concept. As others have said, it is desperately necessary to filter out combinations one has already completed. It is really annoying to "make bread again" and leave both categories while doing it. Also, although it takes a lot of patience to wait here all afternoon, there should be a "skip ahead" button for when people are completely stuck and there are still 2:55 left on the clock before the next hint. This game demands a lot of guessing, even for people that are great at mentally combining ingredients--there is no reason to have to wait hours to get all of the elements. 4/5
A few other things to augment my suggestions. 5. The mana is meaningless and should mean something other than just for titles. You could give titles based upon level or number of demons killed, etc., if you want to use the mana for some other constructive purpose.
6. There should be an indicator of how many demons remain on a level, or of the percentage of the demons a player has killed, to prevent random double-check scrolling through a level, which wastes time.
This is a good dungeon crawler. A few suggestions, some of which other comments have also mentioned.
1. Need a level indicator.
2. Should have stat info about the demons.
3. Need a save button.
4. The drops generally increase in value by level, but not always, and they probably always (or usually) should. I had a sword that was giving 36-42 damage, and a treasure chest dropped me swords that were 11-13 damage. On another run, I got a fish as a drop on Level (I think) 11. People lose the will to fight the bad guys when the drops are so often useless.
4/5.