It's well drawn, but has a LOT of issues. Some suggestions:
* Equipment should buff one thing, with a minor buff to at most one other. Comparing loot right now just hurts.
* The power tile should act as a bridge between different tiles instead of forcing you to start on it. That would be more intuitive.
* Some explanation of tech points would be nice. I'm looking at this power with a number and have no clue what it means... is it cooldown? cost? For quite a while I thought the tech points in battle were being earned towards upgrades.
* Combos don't really seem to add much other than speeding things up. That makes them feel disappointing, especially when a 9-hit bounces because it's the wrong color (there were no right colored tiles). Consider seperating color from attack type, so you could make a chain of, for example, blue melee-red melee-blue melee.
I'm actually not enjoying this.
Game design rationale:
* Poor collision detection - sometimes I visually fly through things without damage and other times I barely clip them and get dinged.
* Too many collectables/components. Seriously.
* Nonsensical component alchemy. Ok..2 gravel make water, but wood and gravel make wood, and 2 wood make gravel? Not only is it unintuitive to the extreme, but it actually devalues the collecting aspect of the game, because you're never really sure what you *really* have available.
* Challenges appear random. I got difficult (unobtainable without serious upgrades) challenges early, and then trivially easy ones later on. Why when I'm regularly making it to the last area would I get a challenge to "get to Snowball Flats"... the seeming randomness doesn't make for compelling play.
* Wheel of random - I have a fairly up to date system, but the lag in the code still makes the wheel feel for like a crap shoot and less like a skill test.
This game is poorly designed and poorly executed.
I am sad they gave it badges because it physically and mentally hurts me to try to play it.
Boo! Booooooo!
Bad User Interface... NO TWINKIE.
I've tried playing but can't even find where I'm supposed to start out at. The only available space I've found is the tournament lady who kicks my level 1 ass without smearing her eyeliner.
For such a simple game the keyboard response is horrendous. Nice ideas but the terrible terrible UI (and the lack of feedback when reset) doom it to online gaming purgatory.
Addendum to my earlier post, my mastermind strategy was non-optimal. That said, the quest rewards still suck and the graphics and gameplay are still terrible.
Painful graphics, painful gameplay.
The side quest bonus items have -always- been worse than what I'm already using. The minesweeper-ish puzzle is solvable, but the Mastermind-ish puzzle always comes down to a random guess.
Unfortunately, my OCD says I have to keep clicking until I win and can leave forever.
The only thing this game really needs is good response time. Nice gfx, nice music, nice style, but the fact that it misses key presses regularly makes it a no-go. 2/5.
It was fun, and I only got stuck once or twice, but I can't make head nor tail of the scoring... there doesn't seem to be any obvious correlation between time spent, pieces used, or any other obvious metric. I'd give better than a 3, but the dragging and rotating controls were difficult to deal with and poorly implemented, especially rotation.
Puzzles: Good! Innovative!
Story: Good! Interesting!
Graphics: Unpleasantly rough.
Controls: Unfortunately suck. Movement sticks off or on too often for a platformer where timing can mean death.