Good 4/5
For 5/5:
1. Spacebar is a bad button for platformers. It has the worst response-time of any key. Thanks for allowing keychanges, tho. :3
2. It is frustrating that you can't easily drop off a wall once you've begun to slide. It would be nice to be able to disconnect more easily without wall-jumping.
3. Not quite as much of an issue is that it is also difficult to roll as soon as you land, as it requires you to press the roll button AS SOON as you impact. This could be seen as a good thing, as it means you have to use more discretion when you roll, but it does feel a bit weird. Your choice. :)
4. It would be nice if it was frozen at level start until you press a key. This would mean that you won't have to hold down a direction while pressing restart to start moving immediately, and (!) would remove the level-load lag I experience on my craptop, making levels like the World 2 boss less stupid hard due to dying before I can see what's happening.
Also: level editor plz? :3
Great idea, but bloody hell it gets frustrating. Aside from the fact that your dudes mostly just do whatever the hell they want, there is the larger issue in that the controls are so ambiguous. When I'm under attack and need to move my base, the game could arbitrarily interpret my click as a) select the base [what I want it to do] b) select the pixels surrounding it, or c) move whatever squad I previously had selected.
VERY frustrating when there's no way to be certain how the game is going to respond to your commands, and the frantic nature of it means there's no room for mistakes.
For the hard badge, try using the Shark Gun, as it has a lot of ammo and clears the road instantly (so that you can maintain a high speed). Just keep a steady, not too fast flow of sharks chomping the ground between you and the edge of the screen, and be ready to make them chomp through a pile of crates! :D
Like actually! D:
I've got every mushroom, flight, glow-sight and the teleporters. I know where the last CHEST with the last JOURNAL piece is, but even after a triple-pass check of every surface, I still come up with nothing. Help? D:
There's a tricky key in one of the big caves. It's on one of the steps down (you fall into it). I'll admit some of the hiding places were kind of bad design, so sorry about that. :(
Bit sad how dumb the AI is.
They seem to enjoy using cards that subtract life, often when they haven't got enough life to carry out such a play without dying immediately...
I rarely decide that I need to sleep more than push on to finish a hard game, but in this case you've got me beat. Congratulations, sir!
This game was surprisingly fun, with boss battles worth fighting! ^_^7
Awfully grindy, boring gameplay smeared with a disproportianate amount of shiny. Unoriginal (although admittedly still decent) graphics and setting cashing in on Bastion's success doesn't quite cut it, I'm afraid.
I don't think it's necessary for games to be completely innovative in every aspect, but taking the visual aesthetics of a great game and putting shitty gameplay to it does no one any favours.
Make the gameplay less suck, less overtly kredit-grabbing, and we'll see from there, ey?
Two stars.
Am I the only one who found this really easy?
For most of the harder levels, once it introduces the invisible blocks, you can just run along the top. Except for changing the timing of your jumps once or twice to dodge shots from turrets (very easy since you're moving past them so fast), you can LITERALLY use the exact same course for most of the levels.
Kinda frusrtating how hard it is to get golden scarabs once you've levelled up too much. :(
Perhaps you could access Finale if you max out all skills, too?
There's a tricky key in one of the big caves. It's on one of the steps down (you fall into it). I'll admit some of the hiding places were kind of bad design, so sorry about that. :(