Epic Adventure Time: Revolt in Ogre Town

Epic Adventure Time: Revolt in Ogre Town

par MindfieldMedia
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Epic Adventure Time: Revolt in Ogre Town

Note:
3.3
Sortie : June 05, 2010
Dernière mise à jour : June 05, 2010
Développeur: MindfieldMedia

Tags pour Epic Adventure Time: Revolt in Ogre Town

Description

Prends d’assaut le château pour rétablir le désordre et la liberté à Ogre Town ! Un platformer procédural brutalement difficile, jusqu’où iras-tu dans ce château sans fin ?

Comment jouer

Flèches ou WASD = marcher & grimper. Espace ou Z = sauter. X ou K = combattre. C ou L = attaque spéciale. C+Bas ou L+S = lever puissant. Les pics tuent aussi bien toi que les ennemis. Les attaques spéciales consomment de l’énergie, qui se recharge avec le temps.

Commentaires

0/1000
andymakespasta avatar

andymakespasta

Jun. 08, 2010

34
0

tips :
you regain your HP when you level up, so whenever you can kill stuff without getting hurt much, do it.
as gunner, richoet shots often allow you to snipe enemies over ledges while out of danger making it the easiest class to play. also note that his special move when used point blank with a normal attack at the same time kills almost anythingg.
as a swordsman, you can hit and run, but it's rather tiring. Instead, just avoid enemies and take easy kills.
when playing as mage, use the blast radius of fireball to get enemies behind blocks, also spamming your nomal attack against enemies on the same level works great. watch out for traps as two hits just about kills you.
great game, some balance issues like the swordsman's special really needs to be powered up a bit though and the HP recharge being redundant while over expensive.

alphanumerai avatar

alphanumerai

Jun. 09, 2013

9
0

Great little game, gorgeously cute little graphics. I like the classes and differences between them, different tactics and stuff. But I feel it could do with a bit more variety for the levels, add in a couple more rooms, and maybe randomize the brick colour or even the tileset used for each.
Other than that a very nice, short game. Kudos to the lot of you! :p

Kinsman avatar

Kinsman

Jun. 05, 2010

150
14

The idea of a procedurally generated action platformer is good, but this game has problems; it's hard for all the wrong reasons. Some suggestions:

1. Don't give the monsters invulnerability time when they're hit. You have a certain range/rate of attacking, that should be enough limitation.
2. When you're in invulnerability, let the player move freely and not get knocked around by monsters.
3. Don't make the spikes kill you. Punish the player by hurting them badly, but an instant game over is too harsh.
4. When you get burnt or poisoned, there's no way to shake the effect, and it effectively means you've been hit for double or triple damage. Make the effect something other than damage, or give the player an ability to shake it off somehow.
5. The castle is made of randomly chosen set pieces, but the player quickly gets used to the set pieces they see. Change the random generation by analyzing each of your set pieces, then generate random variations of their mechanics.

third_time_lucky avatar

third_time_lucky

Oct. 31, 2013

6
0

tip: if you find a treasure chest above you with no ladders or anyting obvious, remember: all the characters special abilitys can send you upwards higher than a jump when used correctly

eaiou3 avatar

eaiou3

Jun. 05, 2010

64
9

im not saying that this is a bad game, but their are changes that i would really like to see. 1. when you level up, it would be nice if you kept that exp. 2.insta kill spikes are a no-no. 3. monsters are a little bit over powered since they start at full power in the beginning of the game so add like a lvling system for them per area.4. a way to enhance your characters stats by your own choice every time you level up. and make flying monsters a little bit more bearable in comb since they have such a huge advantage.