I still don't understand completing all 13 levels and getting the badge for "14 levels" but not the in-game badge for 13/13 levels (or however many the game thinks there is)
It feels too slow and grindy until later bosses, and then I just end up bulldozing through them. The game also lacks complexity for players used to the usual bullet hell format and difficulty. But I feel that it's saved by the good music. It's rare that I keep a music loop this short playing, and all the way to the end of the game!
1. Most battles last just a few turns, so little of the over-time effects and overcharges actually make a difference. 2. The later levels can become difficult when skulls occur in islands of two and can't be matched out. There needs to be some way to slow down the enemy charges in such a scenario. 3. The lack of proper targetting is quite frustrating. Combined with the fixed party order, it just leads to a very burnt Esther. At least one of those things needs to be improved. 4. This game surprised me by not giving the player a choice of skills, upgrades or equipment. This is a good thing as it gives the game more depth than some of the grindy games out there. Once you understand the gameplay mechanics it definitely gets easier and more fun. However, it definitely needs a more difficult/randomized gamemode to add to its replayability. 5. Good job on everything else in the game, it certainly has potential to be a good series.
Pretty decent game, kind of like World's Hardest Game but with a bullet-hell feel to it. I especially like the visual style being both retro and 2.5D-ish.
That's the way they were labeled. There was a random joke thing going on with all the naming. Unfortunately that 'joke' was a little flat. HAHAHA! Dang it. Thanks for playing though I do appreciate your time! Best, -Tim
@gap0911 While we're going on about Broken Circuit, try throwing a freeze bomb instead, and then waiting for a few minutes. Eventually the wizard dies of boredom. It's even more impressive if you do it on Electrical Problems.
real short, real easy, and I'm pretty sure some of the dice are mirror images of each other.. maybe the game should be extended with bigger nets, like 2x1x1 cubes or octahedrons. It would also very much help if the game allowed you to highlight all the squares of a net by clicking the appropriate color.
This game really makes me rage. This is NOT how strings work!! It makes me so angry that I will find you, tie a string to you, and poison all your kiwis...
Narrowing needs to give more time to react. Controls are alright, but having the same 7 road types doesn't really provide for lasting gameplay. (Adding some 3D physics might help, but then it wouldn't be a 80s game!) The color effects are quite nice, but it's understandable that people want to be able to turn them down. For me it adds to the feel of the game.
1. Players have much too little time to move, and the additional pressure of hints isn't helping. 2. Since almost every move is a trap, hints are really also traps! 3. AI in later levels has ability to see 3 or 4 move combos that the player has no chance of predicting. 3. The order of block matching is different from other match-3 games, and can be hard for the player to learn. 4. There is too much combo-fishing going on - the only way for the player to win on later levels is to try for multiple matches every turn. 4. That last 3-star is impossible (and deserves an impossible badge!). It's a matter of keeping an about 2.5:1 damage ratio over the AI, which is denied by its aggressive play. 5. If there were more features in the game, this 2.5 ratio might not have been an absolute limit. So we need more features.
That's the way they were labeled. There was a random joke thing going on with all the naming. Unfortunately that 'joke' was a little flat. HAHAHA! Dang it. Thanks for playing though I do appreciate your time! Best, -Tim