One tiny quality of life improvement I'd like is if the monsters tab remembered how far down it was scrolled. Once I've passed the early levels, I don't really care about those first monsters anymore and wish I didn't have to scroll every time. Other than that, I'm really impressed with the level design and general concept here. Keep it up!
Bug that causes the game to break entirely. "Kongregate not defined", pretty funny bug actually for what it's worth. Too bad, looks like there was quite a bit to this game when it was up and running
Game is totally broken at level 5. If you restart a bunch and keep moving the mouse around you can see the wagon try to load in, but it never stays and lets the level be playable.
I feel like the combo would've been a lot better if it had been based off of letters typed without making a mistake, rather than time, as you almost always just lose combos because enemies aren't spawning quickly enough
Love the game, loads of content and great sense of theme. One tiny thing I just noticed on a run though is that sometimes projectiles don't stack? Like, I have two piles of 6 javelins that are exactly the same, I just can't condense them to one pile. Not sure if it was intentional
Pretty cool game with some unique mechanics. Once you understand them, the simplicity in how the design shows you what piece does what is pretty great too. Nice sound design, subtle just as it should be. I don't know why it feels so primally right to have a level count, but I've gotta agree with everyone I'd love for that little number in a corner
Cool game, nice graphics and sound. A couple levels in the middle got real hard, nice to see you didn't stop before really utilizing the mechanics and ramping up the difficulty
So it's a cool game with a cool idea (and I love how in the opening bits with credits the words stay in the dark after being revealed), but dang the character just moves so unbearably slowly. I feel like I'm playing everybody's gone to the rapture, but even less intentional. From comments, it seems like it's because the game is super CPU hungry and not actually something intentional, which is a shame. Apparently I've gotten to level 9 sometime in the past, according to the badge status. I'll give it a decent go and get as far as I can but so far it seems like it'll be rough
Cool game and love the concept, the only thing is that how the doors work is far from clearly displayed, meaning that it's more trial and error than actual puzzle solving. And yes I am aware this is 10 years old, goddamn classic
Agh, no wonder I didn't see it in the impossible badges list. I literally was so close to this badge, I could almost taste it. Honestly, I don't know if I got it or not actually. It isn't in my list of badges though, so idk if they stay after being taken down from games like this. But damn sucks that they don't work anymore
Sorry for commenting for a third time in quick succession, usually I think two is far too much, but I've realized my mistake. Every hexagon needs to have at least one dot in it. Now, while that means that the game isn't just dismissing valid solutions, that information was never once clearly conveyed, or even subtly conveyed. The fact that that just so happens to be the case in the tutorial does not make up for it. Also, if this is the case why even have there be an option for no dots? Sort of detracts from the game tbh, might as well have subtracted 1 from every row and just been the same anyway. Also the obvious "should be a lock cell button".
Here are just two of the first unaccepted solutions I've come across (12 had several actually), please let me know if I'm missing something obvious here. I feel like it's happening every other level. I'm on hard mode btw
https://imgur.com/a/JB93mrs
Some levels had valid solutions that wouldn't be accepted. Level 10 being the first of them. Not much point in a puzzle game when it's basically up to chance if you solve it or have to do it again for no reason
This might be the only game I've ever see use the badge API correctly, so that the "currently: " text is actually what you're currently at. We had this right in 2008 people! Come on!
The twist that you were being played to steal the orb was pretty obvious from the moment she suggested taking it, but I mean that's not too bothersome we already knew form the other games he would somehow get free. Other than that, it was pretty annoying that in the fight against the necromancer I was actually in a pretty good position where I thought I could win, so it was a little aggravating being possessed because "you need me to win!" when I was doing fine by myself.