With the way the coins/XP system currently works, any player who wants to gain a bunch of levels/money/items quickly can apparently either create or play someone else's super-lazy "level with 20 coins and an exit right in front of you". Might want to rethink that whole system, honestly.
There just aren't enough things to play around with to make difficult levels that don't just feel cheap and boring. There aren't even enemies that just pace and don't fall off ledges. At the very least there should be teleports of some kind, and maybe the lava-looking tiles could be traded in for actual lava that kills the player..for example. Maybe some kind of key/door items, something that can be pushed and buttons that trigger things? Triggers of some sort are pretty essential in general for an editor-based game to be interesting at all. The rails don't seem to be good for anything other than carting the player quickly from one place to another; if they were better thought out they could be a much more interesting element, and again, teleporters would serve the above purpose much more efficiently.
Protip: Maybe don't make the mini-game where the player has to push a button combination consist of pushing ONE SINGLE BUTTON REPEATEDLY. That tends to hurt and displease people.
Also, I'm not actually sure if the thief ability works, as I've had a thief I made attack lots of times and seen no gold gain other than the usual monster-death one. Though it might just be that it's designed with the assumption the thief would have a melee weapon.
It should add to your coins with both ranged or melee attacks. There's no visual indication, the coins just increase when your attack lands (as long as you deal SOME damage)
(In reply): The game is fun if played right, but seems somewhat unbalanced to me. Pretty much all the healers except for the monk are useless, because they can only heal a miniscule amount once per battle and it takes up a whole turn. Maybe if the healing abilities gained power when the healers leveled up they'd be useful. The units built to be tanks (like Defender) aren't even all that useful to that purpose after the first couple of battles because their HP wears down and can't recover any faster than anyone else's since, again, the healers generally stink. Generally I find that the best way to survive is to have all the heroes wield ranged weapons, and have lots of expendable summoned units (illusions, skeletal warriors, wolf) tank for them.
Yes, I'll probably buff the healers up before the final version... healing takes up 1 action out of 2 though, not the entire turn. Just don't want the healers to get TOO overpowered.
It seems I can click on some "passive" abilities, such as the "Thief" ability, in battle, and then they disappear from the menu and use up a turn. I can't tell whether this actually does something (like disable the ability for the battle, which would be dumb) or is a glitch.
Found a glitch:
-Lost the battle to the spirit that winning would have added him to my party
-Came back to life thanks to a glyph
-Ran into a library, read a cursed tome and summoned a demon
-Defeated the demon
-Got a message saying the spirit has joined my party.
It irks me greatly that I can only create one of my 3 party members...as far as I can tell, the only way to have a fully custom party is to win the dungeon twice first, which stinks a bit.
It's impossible to have a fully custom party. There are 8 slots for the default characters, one for yourself, and one for the imported friend. Or you can import yourself and play as creepy clones.
Hmm...I like the gameplay, but the dialogue is so..weird. It feels like I'm reading something written in some space-alien language and then some expert translators did the best they could to turn it to English. The grammar isn't technically wrong but the phrasing just feels so awkward.
Impossible challenges, monotonous gameplay, and dialogue too busy being "self-aware" to give anything in terms of humor, plot, or anything even mildly interesting. Combine that with the obtrusive, unnecessary "PAY ME MONEY!!111" plastered everywhere, and you've got an absolutely horrible "free" flash game. -5 stars.
Previous comment got messed up somehow, sent out wrong. Anyway. "meat boy is hard" is a highly inaccurate statement. It should be "Meat boy is incredibly cheap with terrible controls!"
This is pretty amazing: It's literally been over a year now since this thing came out and the developer hasn't even made any actual levels beyond the tutorial.
Protip: Generally when you're so not-far-along that you haven't made the first real level of a game, you don't put it out there as a finished product. It only ends up disappointing everyone.
A tip to all game designers, past present and future: DO NOT PUT BOTTOMLESS PITS THAT KILL THE PLAYER IN A GAME WHERE THE ABILITY TO JUMP IS COMPLETELY RANDOM.
It should add to your coins with both ranged or melee attacks. There's no visual indication, the coins just increase when your attack lands (as long as you deal SOME damage)