Critical attacks can't be dodged. It works for both you and the monster. Now I agree it shouldn't use up stealth if it doesn't dodge it. I will fix that next time!
I will check that tomorrow and make sure it does. (Also the stat point isn't permanent, quite lame right?) That's just a placeholder reward until I come up with a better one~
Fun, intuitive, minimalist little game. Maybe some indication that the chalices are not one-time-use when you get the first one would help ... but I'm hard pressed to find much to criticize. Congrats!!
Lovely game, but the elevator does not light up the wand so it is impossible to get the worm to rise up from his lowest level (after you release him from the rock). Unfortunately this means the fire spirit is unobtainable and the game can't be won.
Having items that evolve with hero's level in terms of strength is cool. Having their price increase as well is not cool. The fundamental principle of an RPG is you can trade time for power by grinding. When things get more expensive as you grind, that defeats the whole purpose of grinding and makes your game less fun. Just a note.
This game is an interesting idea, but the level design is really uninspired. There are so very many ways to make the challenges interesting ... but instead the designer resorts to forcing words with Q and Z right off the bat. Instead of being a game where one can find interesting challenges in the reaches of the language, one is instead relegated to narrow corners of usage, simply because the levels are not designed to make you think interestingly. Too bad; the game has potential.
Still a cool concept, but still needs innovation to really be a "game." Try to invent a different element - something like a switch - or something like a color direction where one color can't turn into another - or something like you lose if color A and color B touch - just some kind of innovation that adds a new element. As it is, this is always just a simple question of finding the way to eliminate colors most efficiently, and most levels take only a few seconds of observation to solve properly as a result.
Fun little game; well put together. Your storytelling is good, but your grammar is quite bad. "Myself" can't be the subject of a sentence. Calling a single person lying someone "them" is also completely wrong (i.e. the first text in the game). I'm only mentioning it because it stands out pretty stridently given this is a text-driven game. I'd recommend a cleanup of all grammar to improve the feel of play. That aside, it's a nice premise and well designed.
Your first game was brilliant. This is not a bad addition in terms of level design and innovation, but the new blocks are not done in a very intuitive way. You should improve the actual look and feel, notably, of the green-tubed pieces and the explosive pieces. Once one gets used to them, it works well ... but you should aim for it to be obvious without "getting used to it." Perhaps a bit nitpicky of a complaint, but your UI is so great that you've set the bar high. ;)
Critical attacks can't be dodged. It works for both you and the monster. Now I agree it shouldn't use up stealth if it doesn't dodge it. I will fix that next time!