Oh wait, it's not the card that's giving me an extra HP, it's building up my meter! That would be cool if I could at least stack HPs, up to about 4, accumulating them with good gameplay. Hope I've made some useful suggestions! More powerups/good items would also help!
Just noticed you can get hit once when you have the turbo card and not die. That would be okay if it worked like a Mario Bros. powerup where you just keep it UNTIL you get hit, and would make it a ton easier to survive into the harder difficulties.
The wild card gives you this effect - it is consumed when hit.
Turbo (blue) gives you only speed.
Yellow card gives you invunderbality, like in Mario - STAR.
Glad you're open to suggestion. I thought of a good one: make a certain character who is very different-looking from the rest (cupid, maybe?) that you DO want to run into, and have the ability to pick up a little weapon eventually, once the spawn of bad NPCS becomes hard to deal with. Weapons of any type would make this game a LOT more fun, but I know they're probably hard to code. Also, some sort of armor against attacks would be nice.
Yes. This is exactly how I treat all my customers. You'll go see if my neighbor has a long bow, huh? Well I hope it snaps in two and hits you in your stupid face!
One third of the way up the slimes should change to a different sprite. Then, two thirds of the way up, to yet another different enemy (same movements, though), and then in the top ten percent of the 1,000 meter goal, another different enemy. And when you reach 1,000, you should really get a happy "Yay, you got out! But oops...you left your cell phone down there. Gotta go back and get it!" ending. :)
DEFINITELY needs checkpoints. And possibly some little "abilities" to collect (fly for short bursts, float, super jump, super run, etc). Nice effort, though! 3/5
The main issue I have is, on Harder, 50 max food is way too harsh. 75 would help fix the mechanics there, which are obviously a source of complaint. It would also be better if, every now and then, when someone dies you don't take a happiness hit (ex: Survivor Blake Boston died, but it's okay. Nobody liked him anyway.)
The crafting system needs some serious love. It's far too hard to get recipes, and there isn't a quick, efficient way to train crafting skill other than creating tons of the same item. Could add a mini-game to train some crafting skills, maybe.
No. No. No. No. No.
KEEP IT SIMPLE, STUPID! Why are you hitting me with all this "upgrade gem point gold item dragon" crap right from the start? At the end of the "tutorial" I'm not able to absorb all that, and I LIKE these kinds of games! But this just has more complexity than entertainment, and doesn't come off as accessible whatsoever.
Sorry, but I'm not playing this.
OH. MY. GOD. They finally made it. They finally made a game about being a fast food worker. You literally flip burgers in it. AND deal with picky customers. One question.............................................................HOW IS THIS SUPPOSED TO BE "FUN"?!!!
I really love Nerdook's games, but this one doesn't give me enough control over the whole process. Not at all! It's also hard to keep some adventurers from being the only one to level up and gain access to a lower level, then be fighting by themselves (dying). It's really not as fun as any of the other games. And why do my items keep changing from the ones I bought, to new ones I didn't even choose? I've tried to like this--I really have. It's just not doing it for me.
Could really use some ramps, loop-de-loops, and other powers besides just turbo and rampage. The gameplay is decent, but it could really use some depth.
I'm usually pretty forgiving of gameplay, because I realize these games are low/no-budget labors, but this doesn't leave enough time to develop a strategy, and forces manic clicking/dragging, which makes me not feel like playing it. Just being honest.
The wild card gives you this effect - it is consumed when hit. Turbo (blue) gives you only speed. Yellow card gives you invunderbality, like in Mario - STAR.