Badge tip: Maximize Selena's Resurrection power so that the boss battle isn't so tedious. 20 seconds between resurrections means you just need to dodge shots for a little bit before you get your full strength back. Also, I'd suggest using Erica as team leader, since her superpower will automatically target the boss. // IF YOU BEAT LEVEL 4 AND DIDN'T GET THE BADGE: Play the next level with Glenn on your team. Win or lose, you should get the badge when you're done.
Fun, but much too short! Also I feel like Esther just gets nuked in the higher levels--it would be interesting to be able to reorganize your team, either before each battle or ingame. It might also be more balanced if more enemies (not just "snipers") targeted teammates other than Esther.
Thanks for the feedback! I am prototyping for Episode 2 and one idea I have is to let you swap your team leader pokemon style. I'm spending most of my time working on the multiplayer version so that's why the Episodes will be short but I can also try to make the next one a little longer. Maybe a hard mode when you beat it?
Sofocrato is much too powerful an opponent for the third tutorial. His ability means he can easily kill any allies you throw down before they have a chance to do any damage or help you, and all you can do is pay for useless human shields until he amasses enough resources to kill you directly. He's at you right out of the gate, and with the green deck (and with a hero other than Sofocrato) it's very hard to keep up.
@mendelde: In two, actually. But I wouldn't suggest the dev to make that a mission, it's entirely based on luck since even with the longest tracer you can't pinpoint exactly where you need to shoot.
I have absolutely no idea what I'm supposed to do in this game or why. I found the pick, finally, hooray, but who cares? I don't have any kind of goal or information, why keep playing? And with no way to regain health, I won't be able to play much longer anyway.
Cool! I wish there were a player versus computer mode though. Also, maybe a slight pause between a point and the deploy of a new ball? If a paddle is jumping up to reach the ball but misses, sometimes the deploy is too quick for the player to react and stop jumping the paddle--which results in a missed ball.
The ball is deployed the moment the player who's supposed to catch the ball presses the button :D But yeah, I guess I have to add a .5 second pause somewhere in there.
Might I suggest giving a few seconds to figure out the controls--like which key corresponds to which color? You may also want to remap the movement controls to something vertical like WSX, to make it more intuitive.
Whether or not your game was "meant to be" all the things EllySoundwave complained about is irrelevant. What Elly is telling you is that the game is terrible for those reasons. If you refuse to change them, fine--just know that intended flaws are still flaws.
Hitboxes are very awkward and hard to navigate. It takes much too long to figure out exactly what pixel you have to be on to get through a door or between trees, let alone avoid and attack enemies.
Good point. I've updated the game and shrunk the 16x16 hitbox to a 12x12 one centered on his feet, hopefully it looks and feels better. Thanks for the feedback
You should change the "Total Blood" stat to show the total collected over the whole game, rather than the current amount which can be seen in the corner anyway.
The coins should only show up in places where they can actually be picked up. Right now it seems they are generated randomly, going through rocks and sloping up where jumping will kill the player. Doesn't make much sense to have coins that are useless.
Fun game! I just wish there were more levels, especially ones that use the mechanic in level 5. And for the same reason it would be cool to be able to place multiple anchors at once, at least for certain levels. Really fun game concept, I'd love to see more of it. 5/5
Thanks for the feedback! I am prototyping for Episode 2 and one idea I have is to let you swap your team leader pokemon style. I'm spending most of my time working on the multiplayer version so that's why the Episodes will be short but I can also try to make the next one a little longer. Maybe a hard mode when you beat it?