I like the gameplay, but.... I think one of the things that really made the games you cite as inspiration work was a richness in their graphics. Retro 8-bit graphics have their place, but this doesn't feel like the right place for it.
It's amazing how quickly one part of town can become undesirable. You've got to put the landfill somewhere, and then as long as there's this square that you don't want a house on, you might as well put a factory next to it, and then a prison, and suddenly there's this whole string of -3s and -4s on the south side of town. Add to that the effect of being literally on the wrong side of the tracks, and how gentrifying one area suddenly leaves you with nowhere for anyone else to live...I'm not saying this is an accurate simulation of urban planning, but I've got a whole lot more sympathy for urban planners than I did before.
I really love these games. There's something really charming about FireBoy and WaterGirl, and about two children of completely different elements coming together to cooperate...OK, it's sappy, sure, but it's still a great game.
The level-select screen nicely shows scores, but it doesn't actually show your ranking on the level, which would be nice to see for those of us perfectionist enough to want to get "perfect" ratings on each level. Easy to add?
It's nice that different enemies have different resistances to magic/melee/archery, but that's not really very *helpful* when you don't know what you'll be up against. It would be great to be able to equip a melee weapon before fighting a mage and a magic weapon before fighting a guard, but you can't tell what you're about to fight, and you can't switch weapons mid-battle. There's such a great concept here, marred by so many interface problems...
The magic system is a little unclear at first, though once you get used to it it's actually *really* cool. ("Let's see, I need to click on a color I *haven't* used yet so I can prime the *next* magic...now I need a color I have used...oh, darnit, I'll just click on this crystal and reset.") It definitely adds a neat twist to the genre.
I think the point of mean's comment is not "why can this suit jump" but "why bother making the player able to jump". The concept isn't bad, but I have to agree with previous commenters that (a) it's *very* reminiscent of The Matrix and (b) the gameplay is somewhat repetitive. (As far as I could tell, it's "hold down the fire button and run back and forth constantly".)
In addition to all the walking, what this game really desperately needs is a *map*. And not just a "look here's the country!" map, but an actual room-by-room, where-haven't-I-gone-yet map.
I definitely agree. :)