I finally hit the 'Walkthrough' button. It takes me to a Facebook page with the message, "Insufficient Permission. You do not have the necessary permission for the specified Page to perform the requested action." Perhaps this was not what you intended?
I can't say that I like having to click once it says 'Loading complete.' I've been too trained by Windows counting up to 100% on something and then it still pauses for a while before continuing. I keep just seeing the 'Loading complete' and just looking at it, waiting, expecting it to move on on it's own. I must have done that 12 times already, and I'm not done with the game, yet. Why not just move on automatically?
Another user suggested to add a "please click to continue" line, and that makes sense. My bad, I'll remember to do that in my future games. And I'll try to find a way to make the game load less times... Unfortunately, with html5, user response is required to have the music playing. It's a bit silly, but that's how it is, so I need you to click on the screen right after the game loads or there would be no music :-/
Considering this is the first time I'm making a game with html5, moreover, there's still much I've got to learn. Hopefully I'll get better at it. Thank you for the heads up and for your suggestions!
the click to move is too annoying. Just let me use arrow keys or WASD to move. Too often I click on the door I want to go open and it says 'wrong way' because it wants me to click right near it to move to it before unlocking it.
Also, I got the card key and the office keys, then a door says I can't open them. Why not? Did I break the office keys the first time I used them?
I liked it. Sure, i had the same problems with figuring out what to do, then getting to level 9 with the wrong gear and having to start over. I felt that was part of the fun, because it made it that much more satisfying when I got there the second time and beat it. A quick tutorial, even just a movie that shows you planting a seed (pause and some text), then harvesting the results, and a pointing out the bank and its signfiicance -- that would be plenty. My biggest issue is that the text showing how many orbs I had banked was too small. Perhaps rather than just the number, you show a bar across the top filling up, with a small numeric indicator.
Cute. Fun. All the suggestions just make it more like all the defend-against-zombies games out there, with the one different mechanic of how you kill them manually. I'm not saying that this wouldn't be fun, but maybe something more original would be better. How about this: In addition to getting life force, you want to gain the admiration of your fellow witches. Different tricks, which you have to discover yourself (but you might hint at in achievements) improve the admiration. Such as DeShunOmeka's brilliant idea of launching the humans, tossing them into the cauldron from a distance, achieving certain life force goals without using some of the more powerful upgrades. Also, your only hint at the current admiration level is when they butt in to make comments, or finally come in and kill you because you were too boring.
Cute. I did get the secret ending, thanks to ississ' clue, but I don't get the logic in it. Is there any? I was sort of hoping for something that made some sort of sense, such as digging under the wall.
(Continuing earlier note.) !! WARNING: SPOILERS !!
4. I tried to pick up the half orb with the shovel, which still seems to me to be a perfectly good choice. I never thought of trying to pick it up the way you wanted us to, especially once I was annoyed that the shovel didn't work. 5. Dumping the oil, since I had already tried that before it was ready for me to. If the action that made it ready caused a pipe to appear below it, that would have made it more reasonable, IMHO. I give the suggestions, but I should clarify that I really liked the game. It was a refreshing change from the usual P and C that are churned out by the dozen and are so repetitive. I loved the mood, the art, the feel of it, and the logic of the puzzles.
Hey, I am glad you enjoyed the game. What you are talking about it's exactly what I am trying to do: a PnC game that is different from what is now the mainstream in the genre. And thank you for highlighting the problematic puzzles for you. WARNING SPOILERS! Regarding the oil puzzle: a section of the wall containing the oilduct does come forward, when you turn the wheel below. The hungry snake turns upward, so you are able to feed it ;)
I don't mind the unused objects, but it did mislead me. (See below.) I'm not great at these, so take my issues with a grain of salt, but here are the things I needed the walkthrough for: WARNING SPOILERS! 1. The item you get from the dead man -- I had clicked all over him and just missed it. Maybe increase that hit box a little? 2. The choices of where on the clock face to put the things. I even looked back at the clue and didn't get it. Of course, I hadn't remembered which item I got where. 3. Cutting the orb -- it just never occurred to me. (continued)
I just finished the intro and I thought I'd come comment before playing. My first thought was, "No, no, no. I'm going to hunt down the two remaining bandits, first, and get back my heirloom sword. Then I'll go on this quest that is probably a dead end or worse." Also, the word "mitigated" does not have a double-T. :-)
Hey, thanks for playing and your feedback. Sorry for the mistake , I am not a native speaker and can not afford a translator, so there are probably more. Interesting point about your priorities! :)
There's a nice variety of opponents, with different attack modes. However, rather than just making them take more and more damage, they should vary in other ways -- fast guys get faster, ranged weapons become more accurate, etc. Also, for variety, there should be waves of similar opponents -- i.e. level 12 is mostly fast guys, 13 is mostly archers, 14 is so many shield guys that you have to work not to be boxed in, etc.
Great game, though. Thanks!
I keep waiting for something interesting to happen. You should not have a flat chance for the cauldron to spawn, but instead make it dependent on level. i.e. each room has (level/5) % chance to spawn, or something like that. The hunger mechanic does make it important to try to move around efficiently, but only if it actually matters -- that is, it is actually a challenge. However, if you make it a challenge, then you die, which is annoying if it means starting over. So you need save points, banquet rooms which have tons of food and give you a breather from the stress of trying to find some, barren areas, etc. (A good challenge would be a large, complex barren area after a banquet, so you'd have to plan scouting trips but always leave enough food to get back to the banquet if you don't find the exit.)
This bug has been fixed, sorry for the inconvenience!