Needs better distinction between/description of strength and agility. Boss health bars and an armor option would be nice, but try not to make it like every other shooter if you make a sequel. nice concept
my sole criticism is that it gets difficult to tell where some of the spiders are pointing in the last bonus room once everything gets jumbled together. 5/5 and getting pretty stoked by nitrome's entire game design approach :D
Brass guns seems to be the most versatile weapon, since it has the highest fire rate (which would be a nice stat to display). The shield would be worth something if it had the ability to combine with the fire breather (or make a grenade launcher), though damage output would have to be reduced.
My 'collect 1000 souls' achievement seems broken, though it may be that I upgraded weapons a couple of times before dying; your displayed souls count resets to before last attempt, but you keep upgrades and items.
Thanks for fixing the upgrade system, but the collision detection is still lopsided. 2 main problems now: tail can't grab pick-ups; fireballs for second boss still impossible to aim properly :/
Okay *facepalm* it's fun at first. But it's way too restrictive in how you earn money. You get one chance to perfect the later rounds, or you lose hundreds of point, which take several successful re-runs to gain, and you can't get back the 40k you spent on the first temple to help leveling the progressively more expensive snakes.
The hit detection favors enemies heavily, and your torso gets randomly scrunched up when you back up to the point that by the wind snake, it's too much luck on hard mode to even try, or you have to weave through trains of enemies like the blind swordsman. Also, the fireballs are ridiculously unwieldy.
Some levels make me wish there was a Gold, Silver, Bronze system for how many folds you make to complete, because it's a puzzle we're solving, and a single missing piece can reduce you from 'gold' to 'bronze'.
A first fold hint would be nice after you fail. The fold limit doesn't necessarily push you in the right direction, and some of us have never folded stealth bombers before. 4/5 though, good times.
A mana system or pre-selecting the 3 boosts you have access to at particular moments of battle would be worlds better than the luck of the die, especially later on when the storm and champion boosts become near worthless. That and the lack of card 'storage' are my only criticisms 4/5
Mixing unit types together is tough to do effectively, especially early on. This may be a heavy request, but if I could rotate the 3 units manually & maybe set a radial distance from the rally point, mixing would be more useful.
For the hard badge, make sure you max everything, but don't focus much on picking up crystals on runs, the bonus for timely completion and max happiness are essential--avoid taking damage whenever possible.
An essential tutorial stage is missing that demonstrates how you have to 'spill' water over pipes that appear to be in the way. Might help those unfamiliar with the series.
Criticism: inventory items being replaced by duplicating maps (could not block after this happened to basic shield), no music for endings!? Love: almost everything else.
There should be ending music. Seems like a nasty bug. Sorray! T_T