I'm a little sad we didn't get to read the recompiled journal, as the parts didn't even fit directly together. Apart from that, it's nice to play a game just about exploring now and then. The backgrounds were beautifully done, particularly the trees being on multiple planes.
Wonderful game. Simplistic complexity, with perfect mood music. My only gripe is that when the rules change the added complexity actually makes the game easier; with fewer "viable" moves there are fewer moves to consider and a solution more readily presents itself.
Stops just shy of getting woefully repetitive. Pacing is a bit off, too, particularly in the first level, sometimes leaving the player with really nothing to do but maybe dance to the music. While this is fun, it's more annoying than good after about level 2. Also, just what is the slider on the bottom representing? It goes up as enemies are killed, but seems to have no bearing on bosses appearing or worlds ending...
A little more control would be nice. Like using Elixir out of battle. It can be hard to make the choice to use it if all the shops you can see are non-armor and you need HP, but can only afford one upgrade. Also, seeing a different icon for dragons could be handy since they have to be killed special.
So unbalanced it only teeters on the border of "fun". Mostly, it feels like a chore, though it's nice that there's many ways to approach the game. My favorite strategy involved an army of maxed out Panzers; they're shockingly robust for the cost. On day 8, they caused the computer to spam Small Bats; by the end of the day, I had laid out over 1200 of them.
A gripe I haven't seen mentioned, the command for healing troops should depend on the troops actually on the field and should not just be half your max mana.
This game is just awesome, as was the first McCoy. I want to know why this thing, as polished as it is in every respect, is a free game on Kong and not DLC somewhere! I know I'd love to be able to play this on a handheld of some sort.
Neat game, but the controls make it nigh-impossible on a laptop with all the different ways needed to kill enemies. One single day reduced me from an untouched ship to a destroyed ship. No save feature makes this frustrating.
With a (virtually) no cool-down bouncing projectile, Magic Jumping, and self-healing, the Gremlin Priest is a wee bit overpowered. Maybe I'm just saying that because I found him in the second room I played and NOTHING can compare to his might that I've found.
Hard Badge is actually rather easy with Hang Glider: just combo a few tricks before the Glider, then hold the second Up. Your points will climb and climb as you glide. You can also combo tricks while gliding, after releasing Up. Three more things that add to the trick combo multiplier: Shuttle Tap (hitting the shuttle), Flip (flipping the cart once), and Double Flip! (counted separately from Flip). Flips are easier to add into combos if you use a holding move (eg, Handstand) while doing them.
A somewhat enjoyable, if monotonous, game. That's just how they were made back then, though, and the tribute seems faithful. Only improvements I'd like to see would be music, and maybe a time limit to instill a sense of urgency. Otherwise, had problems with directional keys being logy sometimes and sometimes double/triple moving in one direction from just one push.
I found this to be easy, but loads of cathartic fun. The later levels are great, with shots ricocheting around that helped me rack up 4, 5... and once 6 kills with one shot; even a modicum of aiming seems to net you double kills with practically every shot at that point and it just feels grand. The only improvement I would add is mentioning the effects of being hit by bullets/shapes when you start the game. They're mentioned in the text, but in-game descriptions only make sense for such an otherwise sparse game.
The two biggest problems I see with this game are how random the movement is of the guards and target, and how random the location of the extraction point is. What might be a difficult mission one time is rendered a cakewalk another because of these. Less a true test of skill and more a test of tenacity; the willingness to try a mission over and over until conditions let one be successful.
It would be nice to have some idea what the monster abilities even do and know how much energy they take without having to actually use them in a level. Also, replacing health/energy with numerical values (or overlaying them on the bars) would be a useful option.
That's odd. I'm getting Apple + Cellphone = Religion. Also, subtly more disappointing than the original Doodle God/Devil. Maybe because it feels even LESS intuitive (particularly many of the new creations) and like they just tacked on more. It's kinda Doodle God 1.5, not 2. Glad the hint system has a much shorter cooldown now, though.
Only two problems I really see are: Mouse mode is far easier, since there's no gravity to contend with, and that there's no actual penalty to losing limbs; hence, the Regenerate powerup is kinda... lame. Maybe your score could climb less quickly, or something else could be introduced to help convince people to try to KEEP their limbs and actually want to grab Regenerate when it comes up.
Perhaps, but I felt it was a pretty natural progression.