Great game! The single thing I would add would be a way for the player to know s/he can slip past the guard that says "you're not allowed in there" ... maybe something like afterwards Danu should say to herself "I need to figure out how to sneak past her." Really fun overall, well done.
A really fun little game. I would strongly urge that you try to develop your new content to stretch the player strategy as far as possible. Right now everything is simple dierolls and that gets old pretty quickly. There are many ways you can improve on this, without over-the-top development effort, if you design your new content cleverly. Just a couple quick examples: Have terrain that when you stand on it gives you a vantage point for either bow or sword; Have the ability to find special items (Flaming Sword) which x2 life damage to certain creature types (still has a bonus and you have an option to switch when finding a replacement); have a scroll that re-hides you from enemies. etc. Happy to have a chat about game design options if you find that helpful. Cheers!
Agreed. High ground tiles is something we've always thought about doing. It's not on the short list yet, but I expect to get to it at some point. A scroll to put you back into stealth mode IS on the short list, so you can expect that fairly soon.
You should use a different graphic for the yellow numbers. The fact that they look exactly like the blue but with a different color is confusing. Make them a square outline instead of a solid square. Also it's not clear that using the green piece with the line break counts against yellow-square totals. Maybe make that clearer as well. Overall a fun and original game though -- good job!!
This game would be more strategic, and therefore more fun, if you gave little arrow indications on the edges of the screen before a plane appeared. As it is, getting to advanced achievements is mostly about luck. A fast-flying plane from the wrong angle is automatic death far too often without warning. Great game overall, nonetheless.
There's just no reason for weight limits outside of "challenges." It's counterintuitive to enforce a grind for money on one hand, and then disallow the fruits of our labor by disallowing heavier weights in challenging fights.
Fun little game. Just for the heck of it, you could make the hunters turn into a new graphic as "knocked out" instead of disappearing and "dying" when they take a bullet. It would be a very minor change though it might work better with the kid-friendly theme.
Fun game, great new concept. The challenge level scales up in difficulty a little too quickly given the rest of the game ... I'd suggest making maybe a challenge A, B and C with a gradual ramp-up ... or else let the player respawn a bit further than the start every time he dies. Anyway, minor quibbles. Great game!
Very fun little game. The best way to improve it would be that when you get any achievement, it gives you a permanent bonus for new games (becoming a follower of a god lets future parties have a slight advantage of that god). If you get all achievements you could maybe keep your characters from game to game. Anyway, a little more work on replay value would be good, but overall a great game anyway!!
Replay value is important in this type of game, so you need some way to carry over progress after winning. You don't necessarily have to go full-blown new game + and allow us to keep heroes, but some permanently unlocked advantages or special equipments, etc, could work.
Correction: Level 19 is beatable without the extra tile, but only because the triangle guy favors proximity over number of open tiles ... in other words, the triangle is stupid. Not my favorite solution, but it's a fun game anyway.
You really need a visible counter on the screen showing number of moves remaining ... it's pretty bad to find out when you're halfway through a long game and decide to waste moves reorganizing a bit ... without any knowledge that it will make you lose on moves.
I don't know if I opted out of the tutorial accidentally or something but I never saw it -- and the game is extremely hard to play without it. Maybe would be good to ensure it's easy to find and replay as necessary.
Agreed. High ground tiles is something we've always thought about doing. It's not on the short list yet, but I expect to get to it at some point. A scroll to put you back into stealth mode IS on the short list, so you can expect that fairly soon.