Cool game, but it would be nice if more than one upgrade path was feasible. As you said, you must upgrade damage before cooldown or you will lose. Also, not having the village health reset at the beginning of every level is a mistake in my opinion. The game would be hard enough even with that.
Hm. It seems the behaviour I reported earlier may have been intended during the boss fight. I guess you can't kill the minions until the boss is dead? Or is it a bug? If it's intended, you should add some cheesy dialogue from the boss which makes it clear that his minions can not be killed while he lives. I'll give you the benefit of the doubt and upgrade my rating.
I cast Quakerbake and it restored all the enemies to full health. This game would be awesome without all the bugs. Great writing, good sense of humour. But I can't enjoy playing it if the bugs ruin the gameplay. 2/5.
Too friggin' frustrating to be fun. No credit for all your achievement work if you mess up late in the map and wind up dead last. That's the worst good idea ever implemented.
The game was enjoyable, nice job. The upgrade system keeps it engaging despite the repetitive nature of the game. It wasn't too long, and it wasn't too easy, leaving the player satisfied but not frustrated.
Very fun game because of good storytelling and generally smooth, bug-free gameplay. Good difficulty progression and built-in tutorials. You have a future in game design. Nice job.
I have a problem with Uber mode... there is no way to win. As of typing this I am on wave 173 with a score of 458,041,706. Unfortunately even though I am sending a new wave every 10 seconds (as soon as I am able) it does not look like the monsters are making any progress. So unfortunately it is a never-ending game, which sort of sucks. The monsters should either get so hard they overwhelm me, or else there should be a final level. So far neither is the case (wave 175 now). It's a fun game, but I just don't have it in me to play literally forever... :/
This game is barebones and rough around the edges, but you were't writing it as a masterpiece, you were writing it as an essay. For what it is, nice job. However, this isn't something I'll be coming back to play.
p3_sv, the drop letter sentence is a fairly easy cryptogram, as cryptograms go. They may not be your favorite puzzle type, but certainly is not "insane". It's not the game author's fault you've never seen a cryptogram before. Maybe try to open yourself to a new type of puzzle and grow from the experience? We all start somewhere.
The main problem with this game is figuring out how everything works. Unlike many "mouse trap" style games, there is no way to "test" your contraption before beginning, and no way to adjust your design once the pieces are placed. In that way, it is a very unforgiving "mouse trap" style game.
The timing of the monetary deductions in this game is a little screwy. If you spend it quickly, you appear to have funds to spend that would otherwise go away over time. It is not clear when or why funds are spent when they are auto-deducted. A better, more comprehensive financial management interface would make this game a lot more enjoyable.
This game was obviously designed to be a deep sports game with a skills development/enhancement system. I like the overall concept. Additionally the gameplay is straightforward enough to get the hang of it before the player gets frustrated and loses interest. Decent job here, in my opinion. Sure it has flaws, but so do many sports console games. Bottom line is that it's fun and well done for what it is.
The rabbit and cake theme is, alas, the best thing about this game. It masquerades as a puzzle or systems engineering game, but in reality it's just a delayed-action platformer that is very frustrating. The frustration starts to outweigh the cuteness factor by the third or fourth level. 2/5.
Overall well done, but the game design leaves me wishing the nature of the game were made clearer. BY FAR the biggest gaffe in this program is the lack of a save file. A *password* save system? Seriously?? A game with this level of polish should have an auto-save and clearer instructions. 4/5.
Is there a clearly communicated objective here that I just missed?? I like the game concept regarding the physics and the deliberately sluggish control response. What you need here is a plot. Nice essay in the craft, though far from a masterpiece. 3/5.
gukinator, I don't think you're being insensitive. The gameplay was a poor experience overall. Controls are very sluggish, making some of the necessary jumps an exercise in frustration. Then phase 2 of the game was an exercise in tedium. At no point did I feel entertained by the gameplay or the "plot". About the best thing I can say here is that the music wasn't terrible. I'm sorry, but I have to give this 1/5.
After a half hour of play, the game feels well done, like a Zelda clone as the description suggests. One complaint I have so far is that the enemies are moving behind trees such that I can't see their exact position nor can I dodge their projectiles. I applaud the attempt at "overhead 3D", but this is too much depth. An overhead scroller should give the player visibility to everything the character can see.
The artwork, music, and overall mood and feel of the game are well done. Controls are fairly crisp with precise jump control. What is lacking is a sense of purpose. Perhaps you should partner with a writer who can help you bring this world to life. "Sandbox" style exploration gets old after a while; in a game this long, you need to give us a good story. Your attention to detail suggests so much more depth than this game ends up offering. Good luck on your next effort, I'm sure it will be brilliant!
Controls are sloppy. There is no real sense of where you are aiming. The graphics and sound are great. My game ended and I clicked "Retry" and it kicked me out to the main menu anyway. =Fail. I probably will never play this again.