Protip CHEAT:
1. Unlock Normal, Hard or Nightmare difficulty in Survival. (You just need to run for long enough.)
2. Go back to the main menu. Select Survival and the highest difficulty you have (like Nightmare).
3. The first time you die, select Change Difficulty and set it to Easy.
4. Wow, I'm getting a lot more skullies now!
The difficulty settings are broken, and the 3rd step does not actually change the rate at which you get Skullies. If you have Nightmare mode unlocked you can get skullies on Easy at a rate of 20 per every 1,000 meters!
The skull tips claim "Unlock Nightmare difficulty - it pays out the most." But this is simply not true. All difficulties pay you at the same rate. Even though it would make a lot of sense for a higher difficulty to allow you to earn faster (because the traps are more frequent). Shouldn't this be fixed?
I am starting to get traumatized by Fred inevitably dying at the end of every level. What sort of nasty evil god would put all those wheels and spikes in his way? What sort of person would keep pressing Replay, knowing that it will happen? And there is no way around it, despite my best efforts, there will come a point time and time again where he lies there, broken in half...If I just paid a little more attention, I could have seen that wall of spikes coming...Yes...It was my fault.
The guy who made Motherload sure started a good thing.
Still, I'm not sure if you had to keep everything from it. For example, because here the robot has a fixed speed, but has to keep moving Eastwards, having to return the base to sell ore quickly becomes annoying.
It'sd a really fun and original concept, and the game is perfectly good workmanship, but it STILL gets boring in a short time. There is just not enough variety. I have fun juggling enemies, but consider that I may be replaying each level 5 times. There should be something new I can do, some new bouncing technique, some terrain modifier to make things trickier or allow for new stunts, or something like that, to keep play interesting.
Also, a personal note but I never upgraded any of my weapons and relied on direct damage only. This is because like a lot of experienced gamers I always save up things I have a limited amount of, in case I will need them badly for a final battle or something. Weapons drop too rarely and expire too fast to be wasted. So the entire weapon system gets ignored because of expectable strategic player behavior.
I started with Lilith's side, and then the utter sweetness of Emma's blew me away. :) Lilith's has slightly better graphics, and makes it a little easier to grasp the story and the Halloween mood. But opening Emma's right after that couldn't be more rewarding; I was actually imagining myself from the character's POV the whole time, and worried how she is going to handle the trials. Good job!
I want someone to turn this into an actual movie or comic.
Guy finally gets a date with a girl, so when she's killed in the zombie apocalypse the next day, he doesn't want to give up on her. Together (?) they embark on a crazy journey through a world that doesn't want to accept their love.
I'd love this game to death normally, but the inaccuracy of the beam is way to annoying. I hate to waste my charge because I am one pixel off of what the game determines as hitting the target, even though I am clearly clicking on the enemy, only maybe not the center.
Pretty much all that was wrong with the point and click genre - forced humor that feels more like nonsense and puzzles that have no logic to them whatsoever. I would only recommend it to be played with a walkthrough.
Cute visuals though.
Ah, this game takes me back. When we snuck on father's first Commodore 64 to play Snake and Tetris. My first quartz game with its one button and three character pose gameplay. Happy times...*sniff*
Wow. Awesome. Quite often when I play a game I feel that they aren't really about anything - who cares about another boring shoot 'em up where you have to kill aliens without thinking why. How many games in the end inspire or teach? But this here, is real art.
I only wish the gameplay was a little more interesting too, though I'm reserving that opinion until I finish the game. Searching for objects on the screen wasn't that interesting, but it helped you appreciate the background events, I give you that, and with the hint system it let me skip when I got bored. Chasing off the attackers from the worm guy asked for at least a moment of thinking, so maybe there are more creative tasks ahead. Even if that wouldn't be the case, though, the pure artistic value in animation, story and music, and good playability would more than make up for it.
I'll write another comment after I complete the game...
Thank you Whade. I agree, I am not a fan of Object Hunt Games, but I wanted to try to make it enjoyable by adding a twist. Seeing what I can do with "limitations" and I am pleased with everyone's responses. I look forward to doing "real" games! See you later Whade!
P.S. YEAH! Hint it up if you have to!!! And if you want to be extra sneaky, there is a video walkthrough to help! >> http://youtu.be/t-UdhlHbctM
Thank you Whade. I agree, I am not a fan of Object Hunt Games, but I wanted to try to make it enjoyable by adding a twist. Seeing what I can do with "limitations" and I am pleased with everyone's responses. I look forward to doing "real" games! See you later Whade! P.S. YEAH! Hint it up if you have to!!! And if you want to be extra sneaky, there is a video walkthrough to help! >> http://youtu.be/t-UdhlHbctM