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I loved it. What really makes or breaks a platformer, for me, is how smooth the control of your character feels, and here it feels excellent.
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Playing ths game without sound is deadly. I am playing, first life 30.000 reward and then CHOP cut down by a black captaion. If i had had my sound on, i'd have heard his "ARRR, ARRR"
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2 glitches I found: First, after assassins throw daggers, they can hit an enemy, turn invisible, but still kill you. Second, if you are in low-def, and you pause, the graphics turn hi-def. Great game!
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To the first person with proof (video recording) that they've beaten my latest high score (490,846), I'll send you a check for $250. Offer good until the end of December.
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hmm... I could swear that if I jump and have the right arrow pressed I lose a double jump. Anyone else? Guess I should send the developer a msg.
It's written in the game description (750 – Bronze / 1000 – Silver / 1400 – Gold / 1800 – Platinum). But you're right, next time we'll put it directly in game.
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You throw the flower away far too early. Does that happen, because backwards-movement-speed was changed?
I pass the souly, but have nothing to give her, how does that happen?
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@ thombig- you are probably missing the challenges. I hadn't noticed i had unlocked that until i had almost all the missions done.
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I would enjoy the game more if there were a goal other than just being fast. I want to capture each building, upgrade stuff and all that, but the challenge in this game is based around just rushing the stage. I like the game a lot and its a great start, but if the difficulty could be balanced so that you need to upgrade buildings to beat a level and no pressure to be fast (other than you opponents getting stronger if you are too slow), then I think it would be better. It would bring out the strategy a bit more too I think. Great work with this, and I really look forward to a sequel somedae that
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The one thing I would change in this otherwise amazing game is that there's really no reason that drop down and slide cant be bound to the same key, especially when the only sliding points are on ground level when you cant drop down. But like I said, amazing game regardless :D
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Great game, still think moving backwards is a bit slow and I would really like to be able to map drop down and slide onto the same key
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2200 after zone 3. This is just RIDICULOUS. Did these damn soldiers never hear something abbout discipline? A 10-men-fort underequipped with ONE STUPID SOLDIER. It's a shame, i'd fire them all >:(
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Really enjoy your game! 5/5 & looking forward to a sequel. (My suggestions have been made in other comments so I'll leave it at that). Oh, and thanks for the fun!
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Shiro, there's one mini-zone that is always a combo breaker, which is the one with the 5-6 mini-step platforms at different heights with a chest at the end. The other tough zone is the one that rises followed by the triple barrel platforms and finishing with a chest usually guarded by a swordsman. It's actually possible to maintain your combo on this one if the scroll speed is fast enough and if an assassin appears prior to the triple barrels. You just need to kill that assassin then parachute at max speed towards where that swordman will be, hugging the right side of the screen... you might take a hit but its worth doing to save a long combo.
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Note to Kongregate: If you delete my scores for this game ONE more time, I will never again use this site or purchase any more Kreds, with the exception of one more time to give this game's developer a well-deserved tip. My scores include: Best reward: 292,697, Best combo: 114, Best distance: 28,675.
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just what the doctor ordered, a great mix of platforming and surprising strategy in dealing with all those pesky guards
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Great game but a shop an actual shop, where you can buy cooler types of weapons. same weapons new skin, same with parachute and flowers!!!!!!!!
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So which lessons can this game tell us?
Available Lessons:
1. A criminal guy does not make a bad guy.
2.Thieves can be heroes.
3.Running thieves are cool.
4.Life without daggers is F***ed up.
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A shop every couple of zone's where we could buy buffs and things like that earned from our gold sum up would be nice...
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the pacing in this game becomes a grind after a bit, i love the hell out of it but maybe after you break certain plateus or values the first zone pacing should increase? also random rare power ups (magnet?, something that makes you hella jumpy?) would make the game alot more intense and paced
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This is a really awesome game. I beat it a few weeks ago, and then cleared my save file. It's really addicting and fun, and the only problem I have is that sometimes an impossible set of enemies spawn, but other than that this is a amazing game, 5/5.
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If you're interested at a shot at the high score (yes my 265k is legit, and would be much higher without a crappy cpu :-( ), here are a couple of tips. First, it's all about the combos. The first kill you make is only worth 10, but each kill after that is worth an additional 5*combo# - 1. So by the time you get to a 25 combo, the last kill is worth 130 points, and the entire streak is worth 1750. For a 100 combo (my record is 109), the last kill is worth 505 points and the streak is worth 25750. You have a limited amount of time between kills, and the screen scrolls at a set speed (depending on how far you are into the current zone). However, sliding actually speeds up the scroll speed slightly, and daggers can kill enemies that aren't currently on the screen if they're within a certain distance... thus daggers are ideal for extending kill streaks.
When we released the game, my best score was 40000 and it still is. I'm really impressed by players' performances. 109 combos, seriously ? :) Well done.
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It would be nice to have a combo bar and a zone progress bar.
The first would help a lot timing my attacks and the second one would prevent me form sending daggers into nevada...er...nirvana.
Also WALKING enemies are invulnerable as long, as they're invisible, i noticed that, as i threw a dagger to save my combo, even HIT one, but the next enemy in line was not harmed, just the one after it. Also the first enemy WALKED. Also the daggers, that assassins throw, which can also hurt enemies, can still hit YOU after they hit an enemy, but they're invisible then. I thnk THAT should be fixed.
The ones who complain most, also lke the game most. :D
The bars for Combo and Zone progress are great ideas, thanks ! I'm working on the annoying assassin's dagger bug, sorry for this one. About invincible enemies, the bug actually comes from the sequence creation system. When out of the screen, your dagger can pass through enemies who have been created AFTER the dagger passage. I'm not sure to be able to fix that in this version. Thanks for your nice comment.