The level design is great. I gave it 5 stars, but stopped playing when the "Bull guy" essentially turned this puzzle game into an action game. It's like those Blocky enemies from Lolo 2.
It's a relief to play an adult-themed horror game among the countless toddler-oriented games around here. The story and music worked well for me. What made me give up, though, were the tedious and repetitive actions. It's better to go old school, imho, and make each puzzle unique.
So far, this game provides far more hours of fun than most on Kongregate. A few issues: around level 9, I start finding nets on the ground which I can't take. Once, a merchant appeared on a mushroom, so I couldn't take the mushroom. Words beginning with a vowel should be preceded by "an" (not "a"). So that's "You were killed by an Orc Mage..."
I like the simplicity, but this game could use a tad more complexity. The only real strategy I found was taking the chests for health gains either before or after killing the monsters. Everything else is a no-brainer.
Agreed. I cut two mechanics that probably should have stayed in: different weapons/mirror attacks and pushing enemies off the edge with attacks. I was going to have a couple massive-HP enemies that HAD to be pushed off instead of killed via damage, etc. Some weapons would have pushed more or damaged more too. Thanks a lot for the feedback!
It's quite a nice system with plenty of items and clever ideas for quick item management. The double-click methods for swapping work well. It would be nice to play as something besides gun guy or grenade guy, but I realize it's a small game. Sometimes, my character cannot move, and I can only wait for a wandering enemy to come along free the standstill using APs. The hover text windows occlude much of the action. The writing has tense-shifting problems, confusing bits like "They find them," and jumps from formal tone to conversational. I think the biggest problem, as always around here, is the minimal content and repetition.
Great pixel game. Intuitive, easy to start, somewhat intense, plenty of tactics.
A few suggestions: food should read "removes hunger", not "restores." For a bit more realism, waiting should burn fewer calories than walking. Swimming should burn more. Needs a catchier title. Bug: My list of deaths repeated one of the deaths. Sometimes there are doors next to the green vines that have no walls around them.
Thanks for the feedback, glad you enjoyed it. I'm planning on releasing a path to fix some bugs so I'll change the text on food and see if I can figure out whats up with the double deaths. I'm gonna hold off on variable hunger depletion until I have more systems in place that use it. I know a lot of rogue-likes make spell and skill use deplete more hunger so when I add classes with spells and skills I'll look into making different actions use different amounts of food.
The concept is great. It has plenty of good ideas. But I'm not going to wear out my mouse on click-fest minigames. The English is horrendous and will turn some players away immediately.
I enjoy the simplicity; it's easy to get into. The music is good. The main problem is linearity and no real choices for character building, at least none that I found. Also, I couldn't attack diagonally, yet the monsters can slide in diagonally. Is it just me, or does fleeing not want to work sometimes? I think most players would probably prefer the option to hold in the mouse button to keep moving.
To answer your question, there's a cooldown period before you can flee again, which I think should be represented by a "sweat droplet" icon above the hero's head in updates and subsequent games. I like the idea of holding down the mouse button for continued movement. Thanks for the critiques, stillman1!
Agreed. I cut two mechanics that probably should have stayed in: different weapons/mirror attacks and pushing enemies off the edge with attacks. I was going to have a couple massive-HP enemies that HAD to be pushed off instead of killed via damage, etc. Some weapons would have pushed more or damaged more too. Thanks a lot for the feedback!