Nice and quick game - however after completing the game, I experienced not meeting the boss unit on the last node. Usually when reaching the end, I have to beat him and four others, but I experienced finishging with a quick but fairly weak build in 3 min 25 sec before I didn't have to beat him.
Yup you most like were using Judgment. If you use Judgment on the fight prior to the boss you'll skip the boss altogether. I intentionally kept that in to give players a variety of strategies and builds to tackle the boss. Thanks for playing!
Levels 1-48: Easy, many can be completed by solving one part of the puzzle and then moving on, i.e. no complex interaction and color management between colors. Level 49: intricate and entertaining puzzle. Level 50: Easy, can be completed by solving one part of the puzzle and then moving on, i.e. no complex interaction and color management between colors.
There's an annoying bug where a small pixel will split from its group and get stuck in a corner, rendering the puzzle impossible to complete - it's really annoying :(
If a flying unit spawns on you, you die - no matter how much life you have... I really wanted to enjoy this game, but in the end it was a grind for badge. Good idea, and overall well thought-out, but game-breaking bugs/details.
In the last level you can sneak away some of the buttons by doing good timed mid-air switches. I couldn't figure out the puzzle to actually get the last button pressed, so I ended up dropping down on the box with the right gravity while side-ways - dropped off the side and changed gravity when I was next to the it so I landed on the button :p
Strategy for hard badge: get your health above 500 and healing above 60. I had 3 final tech armors, a lucky cat, 2 final tech gloves, enemy info goggles and a plasma power outburst in my inventory. Use defensive droids, as the last battle is about survival. The cannons provided on the "deck" must be shot when the corresponding Kraken eye is open. Make sure to get the shield up before the Kraken hits the platform - if you don't make it in time he will heal, so it's better to take damage and prevent healing. Hope this helps.
I can see I'm not the only one getting this problem: at some point, players will start getting a black screen when attempting to load a map. For me it got more frequent as I played. Right now it's every third map load or so - unplayable :( Again, without this bug a really good game.
To get the last 2 stars (if you need more than that, you are missing a challenge or hard mode): open the credits and click on the author's e-mail! + if you found this useful (no karma whoring intended).
Overall really good game idea, and for the most part, good execution! A few points that would make this game more like it was meant to be: 1. It's a minor detail, but when loot is dropped, make it so that the player can keep running without having to wait for loot. It's a small nuisance having to wait for drops to be collectible. 2. Make enemy projectiles slightly faster. 3. Make the door entrance point smaller - many times I walked through a door without getting loot because the loot was close to the door. I had to walk back to get it. 4. Make bombs instant cast. We will use them more, and they will actually be useful. (Optional) 5. Make bosses unique in as many ways as possible. Thanks for a good game!
Good game and lovely story, but I have some constructive criticism: some things are a bit too "random" to my taste. You've probably heard this before, but the essence is that we from time to time, as a player, need to come up with weird item combinations that don't make sense. Take the lever for example. The universal idea of a lever is too broad to expect someone to have an idea of what exactly is needed to make it (e.g. Minecraft it's a rock and stick), so when we make it in this game, we are forced to do the tedious work of matching all items in our inventory until we have the right item we need - but by doing this we don't get that feeling of "Haha! I know what to do" and it takes away from the gameplay. My suggestion is being extra, extra careful with items you put in the game. Avoid concepts that are too open to interpretation. Cheers, mate.
Thank you for the kind words and the ideas :) We understand what you mean, but here's the truth: developing a graphic adventure, you often have to push some puzzles and interactions; sometimes you have to do this because of narrative reasons, sometimes it is needed for mechanical reasons. Of course, in the future, we'll try to do it better and better, until we'll be as closer as possible to perfection! :) Thank you again and keep having fun!
The game has a nice concept, but I feel like it lacks depth. The only factor you can really work with as a player is setup and timing. Apart from that it's quite repetitive, and you will always end up grinding gold at some point, which, given the scope of the game, is not very rewarding.
I really like the concept of this game, but there are simply waaay too many easy levels that are not challenging but just tedious.
I don't see a difference in difficulty from apprentice to journeyman, I just see an increase in size and colors. I think you, the developers, would receive more positive feedback if you increased the difficulty curve, so players reach the puzzles that are, sorry, actually fun to play, faster.
Difficulty is actually more difficult (pun not intended) to gauge than it might seem. To make matters "worse" some players will have more fun being stumped half the time while others prefer a more "zen-like" approach. We have plans to add a rating system as soon as possible, it won't be perfect but it should help.
242 kills second try. This game is either extremely easy, or I figured out a good strategy really early... At least the fastest Hard badge I think I've ever done.
@Nassun (the comment about 'lacking information on wiki':
The wikia is extremely new, and we're not that many people working on it. Come help us out! We need all the help we can to fill out the blanks; even small additions will eventually add up!
Tip for getting that hard badge:
Make no mistakes early. Your bonus for successfully doing a jump increases after every successful jump, and caps at 1000 points pr. jump. You only need 40,000, so if you do it right, you'll only have to do a couple of jumps by the time you get missiles before hitting 40,000.
GOOD LUCK!
Yup you most like were using Judgment. If you use Judgment on the fight prior to the boss you'll skip the boss altogether. I intentionally kept that in to give players a variety of strategies and builds to tackle the boss. Thanks for playing!