Galileo does not agree with your vision of relativity. Advancing during a fight should not make any attacks bypass the ennemies.
What does the active skill do? After twenty tries I still cannot say about the bull charge.
The spin is useless. Adding randomness to randomness is just random, why should I wait for a wheel to stop only to know how much was in that random chest?
The idea is nice, but the game has so many flaws before being great...
The game was buggy since the first second, and after a few minutes my hard drive died.
Besides of this unlucky (I hope) event, the game reminds me of the kind of incremental games one could play ten years ago. Except now you can pay real money to get gold. Nice add, 21th century.
Enormous balance issues with this game.
Flying enemies deal far too much damage (sometimes several times in one attack, which makes it worse) and can even one shot you. Hard to hit, quick and dealing damage? One of theses would have to be removed.
Enemies strength seems to depend on the door you are on. Except when the games decides to send you fourth door enemies on the second door.
Souls and XP you gain on each run heavily vary from one run to the next. Probably because of the points stated above.
Some ideas, but it seems that the game still demand some development.
Probably a nice game.
Too bad I was stuck in a tiny hole after five minutes. Sure I was dumb to go there, but a "Reset room" option would be nice, I guess.
Anyway, I was stuck in the room, after falling through a enlightened gap. I don't remember the Id of the room, but it is a bit after speaking to Mother again, at crossroads between two clusters of rooms. The only exit was a door I couldn't open. Good luck in debugging :-) .
A almost excellent game, with so many problems...
- no save. Prince of Persia was great at its time, now any game that last for more than half an hour must allow saves.
- no mute between missions. Why ? Did you really test your game :-) ? You should know that any short looped music quickly becomes annoying.
- to buy weapons, you have either to farm money or to save (money, this time). Farm is boring, and you have to play twice to know about saving. Either get the 30% farm mode out, or allow selling at full price.
- bombs cannot hit airplanes. That's realistic, but you game seems willing to be fun. Plus, spent money in bombs is useless against the boss.
- many special missions display a "Unlocked Weapon", but if you did all previous missions the last ones give nothing. More damage weapons would be dumb, so maybe try with special stuff, like flares or postcombustion.
Nice work anyway. You did well, but the public demands for more :-) .
I don't agree with some other commentaries. Farming money by replaying levels makes the game easier without any reason.
Instead, why don't you use a system in which the player has a certain amount of money to spend and can freely buy and sell items?
This way, having a different and adapted stuff for each mission is possible, and the player cannot be blocked because of previous purchases.
You're right! But sadly I have not implemented such system at start. And after release the fastest and easiest thing that I was able to do is the giving money for replays.
Will keep in mind while making sequel or next tactical game.
Fun game, with some memory leaks and a still some bugs when jumping platforms which can divide the team. With a range character attacking from a different height, you just have to start again.
Good idea, though words are not that easy to find. And orbits are so hard to calculate that you often end with some unexpected letter. Also, I encountered a bug. The game didn't make the ball collide properly with a planet, and so I can't replay. But I'm earning points :-) !
You're right! But sadly I have not implemented such system at start. And after release the fastest and easiest thing that I was able to do is the giving money for replays. Will keep in mind while making sequel or next tactical game.