awesome game. good story a lot of fun. the campaign mode is great, not too challenging but still enough to keep you interested. my only suggestion would be to allow the player to turn guns on/off in instant action mode so we can have a little more control and entertainment with it. still fantastic either way! 5/5 and favorited!
need to list more stats in the research lab and workshop; legs should have speed listed, arms should have reach/length listed, bodies should have height listed etc. also a brief description of skills would be nice, we shouldnt have to click a link to goto another site just to get some idea what a skill does without testing it. a progress bar for medals would be great, and a minimap so we can see what is left to be destroyed. the energy system should not be completely based on skulls because you get most of your skulls early in the level and essentially none towards the end when you really need it to stay alive. not saying they should have no affect, but there should be at least some amount of constant regeneration. that would really end a lot of frustration.
there are a few minor issues i have with this game as well as ideas to improve it. first, i shouldnt have to click on a link to goto another site so i can figure out what a skill does, at the workshop i should be able to put my mouse over a skill and get a brief description. also id like to see a count of the number of souls i have collected so far during a level, especially for soul collection challenges. another big annoyance is you cant move your head during attacks like roar, theres no reason to leave it out, it just makes us have to waste more energy to do the same amount of work. lastly i think height and length differences should tuned, changing from dino to bug body youre getting hit more by bomber planes and you cant hit them back. either add it into descriptions or make them all the same height so we can at least attack bomber planes.
really good game. great concept. yes its short but it also falls under the 'games as art' category which is known for short games. its great to see an 'art' game that isnt a simple pixelated black and white not-really-a-game-just-me-telling-a-story-and-making-you-do-work cookie-cutter catastrophe. isnt it so annoying that all the artsy people think theyre so different and innovative and unique but they all make the same exact game? YOURE THE SAME AS ALL THE OTHER FAUX-DARK, WANNABE DEEP, BORING PEOPLE... wow ok got a little off topic there, sorry about that. anyway... add some color, take out the sad music and add more levels and you have a fantastic 'non-art' game, but still really great as it is.
this is beyond a simple copy of totem destroyer. the shape of the vase is almost identical to the shape of the original totem. many of the levels are identical or near identical. its practically just a reskin
lots of minor bugs that im sure other have and will point out to you. so im gonna skip that and go onto improvements. minimap during races so we can better strategize when to switch between driving styles. also when you turn sounds off, it should turn ALL sounds off including and most importantly that annoying grinding noise during races that i can only assume is supposed to be the engine, or maybe its my bowels trying to squeeze out my ears to protect me from the real sound the game makes.
decent game, very slow at the start. i didnt even notice a difference in speed till level 25 and it didnt even become a minor issue until level 40-45. the majority of the 'challenge' is jumps that need to be timed precisely and those arent even that challenging, just tedious. 3/5, increase the speed from the start or have the speed increase more drastically when it does increase and change some of the levels so they are more skill/thought based and less precision based and itll be a 5/5
oo im stuck, i better use a hint! hmm something + something else gets me something i dont have! i would have never guessed! this new hint system is awful. yes its fairly affective for early on and creating basic elements like glass where most people know whats required to make it, but for something abstract or complex its not much help especially when we have over a hundred elements and with each element comes exponentially more combinations it is no help at all. the first doodle god and doodle devil's hints just gave us a combination, not so much of a hint as an answer. a middle ground would be nice, give us 1 part of the combination and the resulting element and let us figure out the other necessary element. example: fire + ? = glass
there is a mute for the music and sound effects in the options menu, i know, who would have thought to look there? i agree with dingo555, there is a big issue with the throw/tackle button. you should not throw the ball after you have tackled the guy with the ball. they dont necessarily have to be different buttons but there needs to be some sort of delay from the time you tackle to the time you are able to throw the ball. many times i have tackled a guy and then either a) scored on myself b) thrown the ball right back to the opposing team or c) thrown the ball right to an opposing team member who is in perfect position to score.
so many minor issues that need to be fixed. the random bumps that cause you to jump sometimes when youre just walking along are terrible. the auto jumps are painfully annoying, they are not a feature! there is no level in which they are helpful but there are plenty of levels where they will kill you if you are not EXTREMELY careful. the last level is total BS, theres no puzzle or legitimate challenge. you just have to do everything perfectly and fast to even have a chance at beating it. that is not good level design thats just laziness.
i notice that a lot of the time the AI opponents will specifically target the player with items and weapons. instead of each individual AI character trying to win they all seem to just want the player to lose. other than that its really fun and addicting. multiplayer would make this game incredible
a guy running to a school wearing a backpack is suspicious? ill never be late for class again! also, if i already shot the guy in the head what good is a security guard or window blinds gonna do?
the sounds are extremely annoying. add to that the fact you have to mute it every time you start over and youre stuck with 2 options: die a lot and fast or wish you were dead listening to that music.
im gonna go out on a limb and say based on the FOG logo, the 2 word description, and the lack of instructions (on this page, not in the game. there are instructions in game) that this is stolen.
i have tried everything, i cannot get beyond the main menu. from what little i can make out it seems fairly well made, but a broken menu is not a game.
needs a delay after scoring. most of the AIs points come from that short period right after one of us scores, i still have my finger on the arrow and it puts me way out of position to return the ball.
a lot of people are getting tired of these short 2 minute games. theyre very well done and quite fun but too short. instead of releasing these one at a time, why dont you wait and bundle together 5 of them into one game?
there is definitely some balancing issues as so many others before me have addressed. i understand a ranged hero would have certain advantages over non-ranged heroes. but NEVER should a stat decrease or get worse after leveling and should almost never remain unchanged after leveling. and given the mage's inherent advantages, the other heroes should be given something to better balance them be it more leadership, hp, and/or attack. having one hero be so much better and one being so much worse does not make sense in game where where the enemies are on a fixed line and the heroes are in a fixed location. if you could move the heroes to different tracks during the game it would be more excusable. this game is not a FPS, it is not meant to be realistic. it is a bejeweled style puzzler combined with a fantasy style castle defense.