Requiring single pixel precision to place a bomb in a timed environment is 3 star failsauce. Combine it with chaos theory induced pachinko randomness and you can kiss your rating goodbye. Every level up to this one has been easy, seems like the only way the author could arrange for some difficulty was by requiring pixel perfect bomb placement. That is only a minor drawback in untimed environments, requiring that level of perfection when the balls are in motion is idiocy.
Very nice! Needs maybe a bit of polish. Updating the old paradigm with some modern improvements would be nice. A larger viewscreen would be helpful. To preserve the sight rules you can require a unit within x units of the center of the view.
Pretty fun, but way too easy. I like the art style, speed is good, nice skill set. Could use a bit of variation in the skill bonuses (poison, charm, other standard effects?) but overall a nice lightweight setup with some room for strategy and combos.
Difficulty? You're kidding, surely. There's some trial and error involved but a little thought and planning and there's effectively 0 difficulty. The speed buttons allow you to set the pace from a glacial 'I can take hours to plan my next single click' single speed, up to a playable 'I can test a strategy theory in 5 minutes or less' triple speed. There's no loss penalty so strategy can be refined until you get an epic win, if you care about that. Difficulty? When did 'difficult' become synonymous with 'Damn, I have to think for this?'?
Yes, it's an Auditorium knockoff. But seems well done for all of that. Imitation being the sincerest... something or other like that. Worth a 3 for implementation and polish.
Seems like drag-n-drop hangs a lot, with the object icon getting stuck while being rubberbanded back to its starting location. This is only a problem when you don't notice it and need to use a potion in combat, since a simple save/reload clears the issue.
Seems to be caused at least in part by dragging while moving, for example holding a spell ready when entering combat.
Yay, 1.3 patch restores saves and makes a number of other necessary improvements. Have your star back, and if I could give you a 6th for good support I would. I thought it was worth 5 even prior to 1.1.
The Sid Meier's Pirates from a few years ago is far superior in all aspects but that's a very unfair comparison. This is the best period naval combat game I've seen for a free Flash game so it's definitely a 4. Handling feels like racing gocarts in mud and there should be more speed control than simply on/off. Granted that acceleration and deceleration are usually sufficiently slow to allow you to micromanage your anchor to a speed you want, but it's fiddly and ridiculous to have to do so. I do like the powder keg option, but the oversimplification of chain shot is jarring. Should be able to take down sails with chain shot then board and loot at leisure, at the least.
Endlessly repeating the same thing every time you die to get through a dungeon FTL. If I could click on the !'s instead of tile-stepping all over the bloody place every time I died it might be more entertaining than mind numbing.
Had to look at this again just to see why it pulled a disappearing/reappearing act. If I could rate this a 1 a second time around for making me look again I would. :P