Found the game enjoyable but I feel like the fact that the ultimate attack heals you kind of spoiled a lot of the game for me. With the generous amount of bonuses filling up your meter and some upgrades in specials, I was, throughout the game, healing more than I was taking damage. Sometimes I was behind a heart or two but then without being a bullet hell master, managed to dodge for a bit and regain those lost hearts by just spamming the ultimate attack. The final boss fight took ages (like a full 15 minutes in real time) but again, I just dodged here and there and spammed the ultimate attack to keep healing myself until the boss finally died.
I think for this type of game, it'd be more fun if you didn't allow healing at all or made the ultimate meter take much, much longer to refill (or make those special bonuses much more scarce).
It became too easy for me once I got to a point where I was able to heal a heart every 10-15 seconds or so, and I'm not very good at bullet hell games.
Thx for this great feedback! Working on a hardcore mode that will eliminate I frames during specials, make it so you can not destroy bullets, and the ultimate does not heal. This mode would be able to be toggled in the vortex at will and would net 2× gem bonus PLUS gem auto collect. What do you think??
Found an annoying glitch where I knocked an enemy out at the same time it knocked me out. After that the game got stuck in an infinite loop with my character knocked out leaving me no choice but to close the game.
Very cute game -- but I thought it was a tad too easy considering that I wasn't even paying much attention and beat it without dying a single time. I found it fun anyway for the "look at how powerful I am while collecting upgrades" kind of mindset, but I think a little more challenge would have been welcome just to make us pay a little more attention now and then.
It was quite short but I was already starting to feel it was a bit repetitive. One of the things I noticed is that weapon progression seems to favor sticking to one weapon for the most part instead of favoring a variety (having one weapon skewed to become too powerful to make others very interesting) -- that kind of puts more emphasis on the grinding nature of the game. Maybe something to kind of provide more variety in gameplay would help -- or possibly some meta upgrades in between dungeon levels, something to keep us from feeling like it turns into too much of a grind later on.
In spite of the game's simplicity, it has an incredible level of tactical depth, having me carefully considering my actions as carefully as the final levels of most rogue-likes even from the very beginning in this game. My advice for those who find it frustrating: get a full party and steal from the shop. If you get a lucky roll with a good party and good upgrades to start, there's a good chance you'll get to the lich king.
This is such an enormous improvement over the first game! The first one had lots of potential, but the sequel feels like everything the first one wanted to be but couldn't quite get to yet.
I think the slightly softcore roguelike where you can keep a little something when you die to help the next character get a little bit further is really an addictive formula (Rogue Legacy, e.g.). The morale system really adds a great touch.
The game looks and sounds gorgeous but the basic gameplay mechanic is so monotonous: run right until we're low on health and then run left to regain it through inns/doctors/ghosts. This gets so repetitive so quickly; the only enticing thing that kept me playing through the end was just the visual quality and music which I thought was so excellent for the game's setting as well as a slight curiosity about what sort of items I might find next. That curiosity quickly diminished as it became increasingly clear how simple the item stats break down. There needs to be a more sophisticated and engaging gameplay mechanic. It's a shame to see such a good-looking and good-sounding game wasted with this oversimplistic gameplay.
Fun game but after wave 30, I started getting bored since the same enemies just kept repeating over and over. I would have preferred that the game had an ending before it started recycling the same content and kept the high score grind for a survival mode.
The game looks very epic but it just doesn't seem quite as fun and approachable as the previous ones. There's so many battle lanes, the upgrades are cool but it's hard to stay engaged in the game long enough to full explore them, the pacing is slow, and the battles are so long. It's beautiful and looks epic, but the heart of the game, the combat, just isn't quite as engaging as it was before.
Pretty funny game at first, but gets a bit monotonous after a while. Might be good for training girlfriends, but I think the game would have been better off having 4 levels of upgrades with the ultimate weapon being 100k instead of 400k to keep it short and sweet. Would have liked a more amusing ending as well for all that work. :-P
I love this game except for one thing which really bugs me: I really wish there was a story mode that could be completed in a finite amount of time. Just turning it into a high-score grind turns it into something for which I can never really stop in a satisfactory way. Ideally we have both with like a survival mode that goes on forever, but I do think there's something wonderful to be said about games that have an actual ending.
Love this game but one thing that's really annoying me is often swapping out boulders with towers to reposition. I'd like to be able to drag a tower over a boulder or another tower and have them swap places.
Nice game -- loved the dark and creepy presentation. My main complaint is that I spent a lot of the game just pixel hunting and randomly clicking on stuff. There were places with no visual indicators where you have to click exactly the right spot. I think adventure games should be relatively straightforward about what you can interact with, but the only question should be how (and ideally there is a logic or riddle to it, but not something that seems completely random).
LOL, props for such a strange experiment. I'm not sure if it's really fun though, yet it's certainly very interesting! Perhaps if the game offered more things to do than just walk or jump, or things to do other than jumping over gaps and dodging enemy projectiles, it might make for interesting tactical decisions.
The trouble with energy games is that they reward the player who: (A) diligently schedules their life around the game to play it daily for short bursts each time their energy is charged or (B) [optimal] spends the most money. Most players who come to realize this quit at some point. The biggest problem is B: when the most rich players have unlimited potential to gain advantages over all other players by pouring in more and more money, people come to realize that there's no way they're willing to spend as much money and simply quit. A subscription model where everyone pays once every month and is on a level playing field is much better IMO, or a model where there's a one time payment to gain an advantage, but that's the end of it after that. Otherwise the game ends up often drying out because a long-term successful multiplayer game needs not only rich or obsessive players but also ones who don't have so much money or time.
Thx for this great feedback! Working on a hardcore mode that will eliminate I frames during specials, make it so you can not destroy bullets, and the ultimate does not heal. This mode would be able to be toggled in the vortex at will and would net 2× gem bonus PLUS gem auto collect. What do you think??