I was going to praise the game for level 35's design, but then level 36 happened and oh god what an awful way to put all the worst parts of the game on display. Useless level pieces on the left, inconsistent physics and buttons, unclear instructions as to how the opponents work, what their jump cooldown is like, how high their detection box is, and not being able to see the whole level or move your view across it, leaving the hardest stupidest part to the end so you can't practice it and basically have to get lucky, random gimmick things (the swinging pole) that don't really work and just make the level impossible if you miss it. At least it has a walk through
little bug, if you try warping into a 1-way wall and there's a pink laser thing on the other side, it'll kill you even though you can't actually warp there. Cool game so far! Good mix of puzzles and actual challenging execution
Also I do agree "instructions explained in game" is a little annoying, it's one of my pet peeves. While they are explained in the game, and they're pretty standard too (besides the switching button), that tab is useful for someone who's in the middle of the game and wants to check something. Maybe they left and came back and can't remember the switch button. It's also readable by text-to-speech readers, which I know makes life a lot easier for people with trouble seeing clearly (who do still play flash games, yes).
Neat little game! Other than the last level, I don't think it ever really got hard enough though. I was hoping to see things that would make you think harder about the order you did things, like for instance key-walls that block your path but also act as platforms, so you can't get rid of them too early. To me at least, the block falling physics felt a tiny bit off, by the way. Like, it would fall with me pushing it for a bit, then suddenly lose all momentum and go straight down. As a general rule of thumb I'd say if you're holding the move key down through pushing a block off an edge, you should stay next to it and pushing it while falling. Also, sometimes when jumping on a button that already had a box on it, it would temporarily turn the lazer off again before back on. All in all, great job! Good music too
Good game, and apparently the Conceptis site is still going strong. They never did listen to one bit of feedback though, and it looks like they haven't done anything NEW since 2013... but hey they made a coronavirus-response puzzle booklet. topical
Lol it really is funny how every game these guys ever made has a top comment boiling down to "cool game, but how about a next button?". They responded to it once (like 8 years ago lol), saying they'd get around to dealing with feedback after finishing their "IOS platform". Guess things changed
Wow, I would never have expected this game to be half as addicting as it is! You really nailed mixing in the rpg elements, somehow. I'm sorry it's over!
Thanks for playing and I'm glad to hear that! I really was craving a fishing game that had stronger RPG elements vs actual fishing mechanics so that inspired me to do this. If I do a future version I'll push that limit even more :)
Bangin' tunes. Wish enemies dying from one another's effects (which is a super cool part of the game) counted towards the kill number, if not the points
Nice and relaxing! I like the animations you've chosen, nice job of selecting pieces that can give you a sense if you've put the right things next to eachother, even when the image itself is rather abstract
Really dumb how spaces with nothing don't count. Like, if you were going to make me click each square once to start no matter what, what's the point? It's the same as just decreasing all the totals by 1, which doesn't make any sense. Other than that it's pretty good and nicely zen
this game pretty much equates to spamming on button over and over. I have yet to see the kick do anything at all, the enemies are funny but not really all that interesting, and I dont think the challenge currently up is working, as I just got 483 in survival, and it still says 0/45. Unless its counting something else? not quite clear
Yeah, a level tracker would've been nice. I was surprised when it ended, I figured there would be a lot more to do with those mechanics. Some levels got pretty satisfyingly difficult, but rarely ever frustrating
Thanks for playing and I'm glad to hear that! I really was craving a fishing game that had stronger RPG elements vs actual fishing mechanics so that inspired me to do this. If I do a future version I'll push that limit even more :)