Very decent game. I could tell you put a lot of effort into the boss fights. Also liked how you allowed us to collect coins before leaving a stage. But the game was too easy. It needs challenges or some variety. Have a stage where your weapon is broken or add electrical storms that disable it. Add a stage where one huge slow-moving asteroid comes at you. Make a stage where you only use an experimental homing missile and then unlock it to level up afterwards. Make the final fire rate upgrade a laser. Just a few suggestions.
Using the codes to open the chests, I was able to accelerate travel time, increase gold, and increase damage. After toying with the formation, it showed Jarlaxle doing about 98% of the damage which is rather insane. This let me clear an adventure under 20 minutes without even unlocking Delina. Badge done.
At first I thought the game was too easy. Then I realized that the game could have taken a much more difficult route that my brain couldn't handle. So I was satisfied for what it ended up being.
It isn't that I don't like the game. It's just that it is so similar to your previous game that I feel like I've already played it. But I give you props for trying to do something different with what you already know.
Well now that I have a blue power cell, I need to make it green somehow. Maybe if I throw it in the radioactive sludge, nope. Maybe I can use the green sponge in my room, nope. Do I spray paint it? That didn't work. *Hands it to Doc* You gotta' be kidding me! It would make sense if his goggles were green instead of blue that he would accept it all willy-nilly but that is just plain silly. Maybe its me who is color blind!
The platforming was a little more difficult than I expected. I had to reprogram my brain to accept the fact that spacebar was not the jump button. Gravity could have been letup by just a hair. Fun game otherwise.
It took me awhile to figure things out. I had to redo the first mission repeatedly for many reasons: Not enough experience to keep up with the demand of the levels, it doesn't matter what mission you run for awesome-quality loot, the only thing that determines your success or failure is the number of health potions you have (which are inexpensive from barrels), and the trader will only switch out more items if you run through a mission. Things improved once I ignored the amount of health on an item and focused on whether it provided appropriate buffs.
Such a nice game. Being able to place items back into inventory without accidentally switching items, changing your trait points without commitment, the ability to recycle items, increasing the next chest item if you recycle too many by mistake, automatically retreating without the fear of losing all your progress, multiple tactics with balanced forms of attack. I love you.
I don't know how to put this. The game is really raw. I understand the homage to Galaga and going retro to the old arcade games. I also kind of like the fact that you can upgrade multiple special abilities and the option to fight just the boss. But you make me want to die during each boss fight the first time around just so I can go upgrade. I don't want to feel like my bullets are bouncing off nigh-invulnerable targets while praying for a damage buff. I want to be able to progress because of my skill, not damage points.
I applaud at your efforts in at least making a solid game. Though, I think auto-aim trivializes the whole experience. The basic heart regeneration upgrade never activated during my playthrough, making something like an additional heart upgrade much more valuable.
I didn't enjoy the game at first. The only tactic was clicking the available cards as fast as I could. Then I realized what you were trying to do - develop a story within the cards. I actually loved the concept of bosses redesigning your deck. That forced me to rethink my tactics and made me love the game more. I would definitely like to see a more elaborate story.
I love this game. Though there isn't any huge divergent in your decisions, the adapting dialogue and alternating story had me wanting to play the game twice. Between the 4th-Wall breaks and foreshadowing, I enjoyed learning more about the characters as they helped you solve puzzles and provide additional info to the plot. Very well done. I'll keep watch for your blog for the rest of the story.
The game is a bit unorthodox but that is what makes it interesting. I'm not really good at music games like this because I can never keep up in sync with the buttons. I know it is early release. I can get Bs on all the songs on the first go but I would have rather had more adventure/puzzles than song. And for some reason the wait time on the songs is far too long than it should.
I was so aggravated when every one of my decisions lead to failure. Not only did my tactic of trying a little of everything destroy my morale but choosing to scout the area and look for ore didn't unlock any new options. It was only after failing the game I realized that the success rate is entirely based on your stat level. I loved the story but hated the game aspect of it.
The game gets very difficult way too fast. Each level is designed with a specific skill tree in mind. This means you have to reset points between a fully upgraded primary weapon or secondary weapon. However, the double molotov seems to do the job in most situations once you past the 10th stage.
I had the biggest laugh when I got so frustrated trying to shake loose the item from the vending machine that I decided to try using the crowbar instead. Unbelievable that it worked. I don't think that was the main solution in the walkthrough either. It sort of wants me to go back and see if you did a check for all the other inventory items.
For some puzzles I absolutely did do checks for other inventory items, although the vending machine puzzle is the only one that actually provides two solutions. To be honest, that whole thing was a happy accident, but I'm SUPER glad I did it. It's something I want to pursue more in the next game.
Thanks!!! I need to make programmable controls next time :)