Very cool game, though it's got a few problems, the first being the one the developer has already mentioned. Flash just kind of sucks for complex games, there's no reason a game with level of graphical fidelity should have performance issues. Secondly, pretty much all the quests were mindless fetch quests with very little player engagement. Now with that said, the combat system was pretty interesting. Maybe a little easy at the moment and not as deep as I would like, but it has potential and is quite original. The first thing I'd do is revamp the counter attack, there's just no reason to use it because it isn't safe and regular attacks are more than capable. I would have given the game 4 stars were it complete, but since it's not it gets 3 stars, though they are well earned and deserved as what's here obviously had a lot of effort put into it.
I was really enjoying the challenge on hard mode until I got to the last level. It seemed absolutely impossible until I realized there were overall upgrades and I didn't have any of them. That means the rest of the game was a lot easier than I thought it was, which is a shame because I thought it was well balanced without upgrades up until the last level. I wish the last level was nerfed a little bit and the overall upgrades removed because that seems like it would make for a more interesting and challenging game. I still enjoyed it a lot though. 4/5
While it's not a bad game, it's significantly dumbed down from the first. Segmenting the levels makes the game incredibly easy by comparison; death has little consequence. The first game was entirely skill based, and there was no reason to add upgrades into the game to make it easier. Maidens now give you incredibly powerful buffs like invincibility, even from pits. Last but not least, parachutes and double jumps are no longer limited resources, significantly reducing skill in decision-making and execution. The first one was a really difficult game, and it was a lot of fun getting better and better to get further and further until you won. This one has barely any challenge in comparison, and while it's still some fun to play, it couldn't hold my interest until the end. 3/5
That's too bad, we figured that hardcore player who enjoyed RS1 would quickly beat the adventure mode and get to the core of the game : Survival, Arena, Endless challenges.
Has some interesting and original systems, but there are some massive balance issues, mostly regarding the ridiculous amount of opportunities to heal yourself and stupidly long spell cooldowns. 3/5
Very obviously inspired by the Binding of Isaac, but mechanically different enough to not be called a copy. Ultimately a fun little diversion, but that's all it is, mostly because it's simply too easy. I only died once in the whole game, and only because it's practically impossible to beat the game with un-upgraded weapons and no level up bonuses. After dying once I maxed out my sword and then destroyed absolutely everything until the end of the game. There really are some massive balance issues with things like potions and abilities. For example, a health potion pretty much guarantees invincibility for an entire floor since it spurts out so many hearts. A polished game that feels good to play, but not designed very well as a whole. The dying and getting further each time is the central point of rougelikes, but it doesn't really work when it's so easy to not die. 3/5
Not bad. Had lots of fun with the quick paced and massive diversity of the arsenal provided. However, it was practically impossible to lose and the terrain destruction didn't serve much purpose since there was no reason not to just destroy it all. 3/5
Why is it possible to die by hitting your sides when it's a first person game and you have no reference as to where your sides are? It's really annoying.
I think the most fun you have in this game is when you're able to find your own path and just sort of wing it. However, somewhere in the sixties, there's a massive difficulty spike and the game becomes more about muscle memory rather than free-styling. If you can find a way for the difficulty to ramp up without taking away the choice and freedom, then the game will be even better. 4/5
Every level, except 56 and arguably 65, has multiple viable pathways. I guess if you're using the skater on level 64, you'll need to do the muscle memory thing, but that's a special case. Try using a different character?
Thanks! In hindsight, I shouldn't have added the counter thing. It seemed interesting at the time, but even I never use it.