This is one of the best games I have seen recently. What is very interesting: In other games, fights get longer and longer, up to the point where it becomes very boring. Here it is pretty much the opposite. The game starts rather slow, but progressing makes it faster and faster (at some point, you sometimes wish that it would be a bit slower actually, since you barely have time on looking at your possible loot cards.
If I had critisize something, there are only 2 tiny points:
- The game is too short :-P (but that's what good games often are)
- I don't like the dark zones... I'm aware that you have a very short time of actually looking at the loot cards, but at least at the point where you get set cards, it becomes impossible to decide if you want to take one or not. For me, it has been proven better to just go through these zones without taking any loot. So maybe these zones 'could' be replaced.
Still, it definitely deserves a 5/5
Thanks for the feedback and I'm glad you picked up on the vision of the game! You're right that even though the monsters get harder and more complex here, so too do the loot options so it feels like you're stepping on the gas more and more as you progress. The idea was spawned from the question of what would a loot decision game look like? Since that is the core skill for the players to learn, I wanted to keep having the players get better at loot analysis and testing their abilities. You're definitely right that there are instances where it is too quick to analyze everything, even I can't do it lol. So sometimes you need to make suboptimal decisions (like Speed Chess) or forego it altogether like you said for the dark zones. I appreciate the feedback though, and in a full version I'd like to have multiple worlds with different zones, so maybe only a dark world would have dark zones, or maybe the map has moving clouds and it's only dark if a cloud is passing over it or something.
It seems to me as the synth-lab is not working while being offline. I think this should be changed, as it takes long enough to level up the pins anyways
There is a feature planned for that, now that the game is working without big bugs I can start adding stuff with less risk to collapse everything else as I did with Idle Accelerator >.<
There should be a possibility to priorize the autobuyers (without disabling them). At the moment, it seems the first one (automatically) gets the highest priority. I bought the autobuyers about 3 hours ago (leaving them all enabled), and now the stat levels are: 26 / 23 / 13 / 13 / 11, without having had a choice which upgrades would have priority for me. Would be cool to have such an option in a future update. Other than that, it's a nice game with a lot of potential.
interesting game... the difficulty is surprisingly well balanced (hard enough that you'll have to perform some map-parts a few times to make it through, but not so hard that you start to get frustrated). I just did not really get the meaning of the endings (normal and true ending).
A great game so far. Looking forward for the missions.
The only critics I have is that I found the second mission a bit too fight-based (I don't mean it was too difficult, but the same fights over and over again became a bit boring after a while).
an amusing short game.
However, I have to critisize one thing: It seems impossible to do anything wrong. If you remove a piece, it's never a mistake and it always brings you closer to the end. I wished there were some levels where you can also fail, where you can be completely stuck (the puzzle pieces that unlock after a certain amount of removed pieces could be a good way to create such levels).
I'd like to see some levels where I actually have to think a bit, not just looking for any removable piece.
Beside of that, I like the concept and I think this game has good potential
I think the game is good in it's niche, it is relaxing experience - no restarts, no mistakes, no penalties, all game design solutions work to emphasize it. If you like to plan ahead, you can play one of my other games. Anyway, thanks for suggestion
nice game, I especially liked the weird humour.
I just wonder a bit if speaking to the fat zombie doesn't make the game a little bit too easy. The idea of knowing when you are done with a certain location is nice, but additionally giving a concrete hint in the other location just makes it a bit too easy in my opinion.
Besides of that, the only thing I could critisize is the short length of the game, looking forward to see more ;-).
Well, yeah, hints can take the fun out of the game. I put them there as a last resort if you ever get stuck and frustrated, as an alternative to the walkthrough. And this game is a bit shorter than the other one, you're right... But I'm already working on the next one, and I have a feeling it'll be the longest one yet, so I hope you'll enjoy it :)
So simple, yet so great!
I wished games like these would be badged instead of all those stupid multiplayer games.
Games in the style of this one made Kong great... I wished they would still be the main part of it
Truly nice game. Not much to complain about it.
1 question... is there any path leading 'home'? I think I completed each level available, but I want to be sure I didn't miss anything
at the end, you write that you've spent hours putting together sketches etc. I wished you'd have spent a few more hours in adjusting the controls, they are truly bad
rating: 2.7/5 (would be about 4/5 with better controls)
actually, the hard badge is very easy once you know how to do it.
simply run around the whole area in big circles, you won't get hit by anyone... then, once no more opponents spawn, attack all crossbow fighters (keep in mind that you're invulnerable while dashing). Soon you should only have sword fighters following you... kill a lot of them, wait for all respawns and repeat the procedure.
Always keep moving... and don't be afraid of the sword fighters... as long as their sword is not glowing yellow, you move along them as close as you want, they won't hurt you
Very nice game with slightly increased difficulty to the first part (still, I think there should be a few more difficult levels).
Maybe such levels exist in the mobile version... but... why do you make them only available as apps? Why not upload them here too? (You could as well get money here with the 200 levels that are available to sell, and the additional ones that are free could make a lot of people happier here)
Hmmm, I wonder if there will every be any Snail Bob games where there are levels that you have to use your brain... so far, all levels were really always straightforeward.
I like the game concept, but it would really be nice to have some more challenging levels
Very easy, except for level 30 which took me about 15 minutes to figure out.
I think it is a nice game, but why is the full version not available on PC? It's a shame that more and more games are only available as apps
Thanks for the feedback and I'm glad you picked up on the vision of the game! You're right that even though the monsters get harder and more complex here, so too do the loot options so it feels like you're stepping on the gas more and more as you progress. The idea was spawned from the question of what would a loot decision game look like? Since that is the core skill for the players to learn, I wanted to keep having the players get better at loot analysis and testing their abilities. You're definitely right that there are instances where it is too quick to analyze everything, even I can't do it lol. So sometimes you need to make suboptimal decisions (like Speed Chess) or forego it altogether like you said for the dark zones. I appreciate the feedback though, and in a full version I'd like to have multiple worlds with different zones, so maybe only a dark world would have dark zones, or maybe the map has moving clouds and it's only dark if a cloud is passing over it or something.