It feels like a lot of one-button games I've played before, only with the added "challenge" (read: annoyance) of having to move the mouse around. So...eh? Perfectly fine, but nothing exciting.
Way too finicky. For instance, on level 11, I've managed to: just miss the platform with the bee, go just slightly too far and run into the bee, and--and I loved this one--stand far enough from the bee not to die, but apparently so close that when I used the fire spell, it lit a fire on the space *past* the bee--you know, the one with the crystal. I don't mind careful timing, but this seems to require a lot of pixel-perfect movement.
Very, very pretty, and innovative! The only two things I wish it had were (a) the ability to reset at the sacrifice screen (I mean, you can click something and then reset, but often I hit a flag and said, "That was a mistake, I should reset now", but couldn't); and (b) little icons on the sacrifice screen, for those of us who have to pause and go, "OK, which way is left again?" :-) But very small quibbles with an otherwise lovely game.
Puzzles: great. Graphics: great. Twist ending: love it. But (a) it could use a map view so that you can see where to go back to when you need to go back; (b) it needs to move you about twice as fast; and (c) you can invert the first two words of the computer code, so the computer should really accept both.
Good news! If you ever have a job where the main qualification is "the ability to fall off of things into water", I can now promise you I am SUPREMELY qualified.
I thought this was pretty successful as a metroidvania game. The two things I would have wanted were (a) a second or two of invulnerability after getting hit during the boss battles (this was particularly true in the last one, where one ball can knock you into another, or into the lava), and (b) since it's a keyboard-driven game, having the "m" key open the map.
Ill have a look and see if the invulnerability thing wouldnt make things too easy. With the M Key, that is in the works. An update is coming with some new content, and M does indeed open the Map now!
There's several nice things going on here (e.g., the graphics), but there's also just so much wrong. The squashed look of the help/trophy/shop icons. The fact that calling a wave early gets you ten coins regardless of whether you call it fifteen seconds early or half a second early. The fact that the levels autostart, sometimes before you even get a chance to finish reading the tutorial information. The fact that you can't click on an enemy to get more information, or that information about a new enemy (armor, speed, health, etc.) doesn't display when those new enemies are introduced. The fact that the refresh time on a spell is indicated by the icon changing from "dark" to "slightly less dark", so subtly that I didn't even realize there *was* a refresh going on for the first four or five levels of it. A lot of these things are fairly basic features of Tower Defense games, and have been for ages.
Thanks for very useful feedback! In most games levels autostart, but we'll definitely make this time longer. We are currently working on some of your suggestions. You can join our group on Facebook https://www.facebook.com/Bambaka-games-1808671702794508/ (or press Facebook icon on the main screen) for discussion and beta-testing of new version. Active participants will get Sun pack for free after release of Steam and mobile versions!
I'm out in the woods, I've got what I think is a fairly high INT, I've been learning herb lore, and now I'm faced with wolves and can give up the village's food or use these herbs. So I try to do something clever with herbs, and we lose all the food, I lose agility, morale drops. Then there I am, CHA 16 (which seems high?), I've been chatting with villagers for eighteen days, and so given the choice between boarding up buildings or boosting morale, I go with the morale. Boom, it fails, they hate me, morale goes lower, everyone dies, the end. This game just felt like "try things that look right, find out they're making things worse". I wish there had been any clearer indication of the possible tradeoffs of one decision over another, or how much skill I'd need to pull some of them off, or something. In the end I'm just disappointed, and not feeling enthusiastic enough to try again for a better ending.
Kind of grindy and repetitive, but I did feel compelled to finish it, so I guess it did something right. Could definitely use a keyboard shortcut to pause, as well as pausing when you lose focus (I kept not being able to move/jump because my mouse had gone past the edge of the window).
The really odd thing about the TypeError with the "long and twisty" guard is that he's apparently "seeing" me through several stacks of boxes. Good idea, still very buggy.
It's fun, it's atmospheric, it's interesting to explore the levels...and the controls are really clunky: I've gotten a little too tired of missing jumps and not quite catching ledges. if you're close to a wall, you go into a "prepare to turn the corner" pose and therefore can't fire at things right in front of you. When you're squatting and rolling under something, holding down A/D doesn't keep you moving the way it does for walking; you have to press the direction key for each roll. And it's slow to respond to things like "stop shooting and move". It's a shame, and I hope these things are fixable, because the game really *is* interesting otherwise...I'm setting it aside for now, but I expect I'll come back to it.
It's fairly engaging...until it becomes extremely predictable and tedious. Once I had the batleth and even one slowing totem, it became very easy to do 20 damage (plus level bonus) to each enemy; for that matter, it was easy to always pick one enemy, and then always loot the maximum. By the time I was on 8-1 and walking back and forth between the magic room (giving up III, III, III for a red scroll) and a monster room (always looting one armor, one weapon, one shield, all at level III), it was pure grinding. Also, what *is* up with the "defend" option?
Though it feels like a reskin of some familiar fantasy-based tower defense, it's not too bad. The biggest thing it needs is better differentiation between allies and enemies: when a cluster of soldiers in different shades of green are attacking each other, it's impossible to tell whether your side is winning or losing.
hmm... that sounds like something that needs to be fixed, but... are you sure you are talking about level 11?