left the game on evolv-o-matic for the better half of a day, got this neat tree:
40.1, 0x292929, 9, 24, 50.7, 0.3, 1.8, 1.5, 44.9, 19.0, 0.2, 3, 0.6, 0.1, 0.2, 0.2, 4.0, -0.1, 0.5, 0.2, 0xb23747, 0xe2f3e2, 6.6, 25.0, 13, 28, 1.3, 2.0
and now you know what an abusive relationship looks like: after you gathered the correct balls and faced grave injury by moose to get them in correct order, not to mention the risks of contacting squirrels, your spouse has disassembled all the ornaments to hang the balls separately. and judging by how sparsely that tree is decorated, she wasn't too careful about not breaking the balls in process, too.
really needs an "undo last flag and sacrifice" button and a vast improvement to controls. you reset more often due to jumps unmade than to jumps unplanned
seriously? an empty crate falls and a pirate-loaded one glides? what did the pirate eat, a shipload of beans? ;)
also, Sir Isaac Newton would like a few words with you about jumping off free-falling objects... and the constant speed of said objects
resource shortages? check. useless regular units? double check. locked chests? triple check. "use gold / kreds" buttons at every single interface? check-checkity-check. pure and unadulterated case of making a cash shop first and adding a thin veneer of "game" around it second.
it is possible to grind your way to the medium badge for free in 2-3 days, though - just save the good units until 30 stars, then use them and gold for "fuel" liberally.
for a pixel-precision platformer the controls and the "focus" and "dash" mechanic are an abomination. barely made it to the BotD and not even going to ever play this again. removing the "focus" mechanic in favor of regular multi-jumps (and an adrenaline bar to account for jumps recharging mid-air) would work wonders for this
this is a supreme example of how NOT to make a game. logic puzzles, "guess what the developer was tripping on instead of logic" puzzles and actual fast response mini-games do NOT mix well. unless you thrive of gamers' frustrations, of course
now either this is an idle game (which excludes the aiming reticle) or an actual attempt at a game, which is badly unfinished. not to mention the shop. 1/5 and out unless badges (hopefully not!)
badges obtained and out of here. also, the game feels remarkably like Tyrant: as soon as you see anything 2 rarities above your deck, click "surrender" - that'll be faster
at the first glance, there is one issue carried over from crush: the game sorely needs an extra button to automatically gift / treat / date the required amount of times. this has been most annoying when in crush the number of required gifts and dates went into thousands, and might end up like that here
the mirror doppelganger puzzle was particularly asinine. it is reasonably obvious to use asymmetries between your part of the area and the mirror image to create position offsets. but the fact that you can and must kick it around is annoying
No, you don't have to kick it around at all. I only added that option later, when someone got stuck by teleporting to the mirror side exactly when the mirror image stood in front of the portal (very low odds of that happening). You're supposed to solve it by cleverly moving around, not pushing the mirror image.
Alltogether, the whole setup, especially Ink's episode with the fractured room, reeks of a "Matrix" scenario. Which could be just a fairly advanced and bugged VR-based "Escape the castle" game, with Ink being a beta-tester hired to debug "Sent" from within.
there are few things that cause an instant 1/5 like having the game start at full volume and without a mute button in the pre-loader. being a walkthrough once - never play again doesn't help, too
this was another thoroughly annoying experience of "what the heck has the author been smoking? and how is a sane individual supposed to guess that?" and the "creative" use of the right click doesn't help jack.
there seems to be a bug with the armored enemies when using splash damage. the armor seems to block splash damage entirely. thus a group of armored shooter can be literally covered in overlapping splash damage areas, e.g. when using the beam perk, without suffering from it
heyo, that's unfortunate. from your feedback do you think the problem is with the visual representation of the shell? thanks for the feedback (: