The whole time I was playing, I was thinking, "Why am I enjoying this?" But I was. I finished all the quests and still can't create any of the top tier items. The coins didn't always work -- I'm not sure if that was intentional. 1. More quests. 2. Bigger differential in difficulty between the monsters. When I'm only a little past struggling with Goblin Rogues, I shouldn't even have a chance against the golems. But they just aren't that different in difficulty. (BTW, it's ROGUE, not ROUGE. The latter refers to make-up that women wear to look like they have red cheeks.) 3. Items, especially Berserker Axe, need to be less fragile. I've had two break on me just fighting goblins when they were both nearly at full health.
I liked the idea, but the battles went too fast for me to do much. The first few were easy, then the side quest hedge wizard would appear and kill me in about a tenth second. Once I leveled up to kill him (which was basically getting my spell resistance and hit points up enough that I lasted long enough to click the lightning bolt), everything else, including Tantalus, was stupidly easy.
You clearly spent more on images and animation than on, you know, fun and playability. Step 1, stop forgetting that I'm holding a Move button just because I have pressed some other button. I was moving forward, then I swung my sword, perhaps a little early. Don't stop me moving forward! Step 2, upgrades, gear, different enemies, something interesting.
Thank You for the input and you are right about the images and animation. I think the final product is going to be a lot different from what is here now. Right now I am working on the graphics for the menu system but i will definitely keep your suggestions in mind.
I'm not colorblind, and yet I still have trouble telling your yellow and green apart if I can't see both at once. Add shapes or dots in the squares, as well.
Better than most of this genre, but the final puzzle, translating the result of calculation into using those rows on the board -- that was a nonsensical leap that wasn't really possible to make, IMHO. Otherwise, I liked the puzzles.
It's not bad, but it's frustrating when you ignore the up arrow. If I'm walking to a ladder and I press W before actually letting go of the A or D, then it ignores it. Even after I let go of A or D, while still holding W, he doesn't climb. I have to let go and re-press W to get him to climb.
(Continued) You should give the turrets better range, so that you have to dodge well within their range to take them down; that's why people make placed turrets. Also, they should include a random component to their aim. Right now, it is easy to avoid them just by wiggling left and right while you're shooting them. Because they keep trying to lead you in whichever direction they think you're going, they are always wrong if you're just wiggling and hardly moving at all. If they have a random component, they will sometimes miss a stationary target, but they will sometimes hit a dodging one.
A fun game. I didn't realize until after I had won the game that I had to go to the achievements page to get the coins for them. I thought it was just a bug that I was not getting the coins for the achievements. D'oh!
Anyway, I enjoyed it quite a bit. The only thing I didn't like was that trees dropped things. I didn't realize this until my third game, and it forced me to become an ecological nightmare, defoliating the place. :-) (And that's the game I won.) I'd rather the buildings drop a bit more, and the trees not at all. (That's a little silly, anyway, why would the trees drop ammo?)
Thanks for the great advice! I've implemted most of the things you mentioned, and i have to say once i fixed the tree dropping thing everything else kinda fell into place :)
did I miss where you said "This is what you are trying to accomplish"? Mom said not to eat the cookies, and then I was dropped into Wonderland. I mean, it's clever and I've been playing around with it, but what am I trying to DO?
I'm with tiptip. I've asked for hints everywhere, and that's the only place that the hint is not the non-hint. But nothing I've tried with the camera does anything.
How about R to restart the current level, and enter or space bar to continue to the next level when you finish one? Really, it's a keyboard game, don't make me reach for the mouse to do the obvious stuff.
Not super necessary, but it would be a nice touch if you have a second graphic for the desk scene, one with the locker open. It remains open when I zoom in on it, but back in the larger scene it is closed.
Thank You for the input and you are right about the images and animation. I think the final product is going to be a lot different from what is here now. Right now I am working on the graphics for the menu system but i will definitely keep your suggestions in mind.