It took a few minutes to get the hang of everything, especially the importance of using the Tilt function, but the game was great! My only complaint was the brevity. This is definitely a concept that could be expanded upon. I would highly recommend doing so and shipping it around the mobile/iPad market!
Hard, but strangely rewarding. Would love to see links to the soundtrack listed in the game description.
Fun for the first hour or so, but the amount of grinding required on every single level is preposterous. I'm probably at level 30 on every stat on the 8th level, I always upgrade to the best costumes for the given levels, and I have collected everything in each level so far, and I am still always greeted by one enemy in each level that can pretty much kill characters with one hit each. WTF?
Pleasant, charming, and just challenging enough without being impossible. As others have said, the concept is common, but no other game like this has been as fun, nor have any others been as properly-paced. I never felt like the challenges were impossible or unreasonable, and I was very satisfied with how new elements were introduced gradually and with proper time to adjust. I am sure there were prettier ways to get all of the stars than some of the contraptions I laid out, but I was content that my own improvising got the job done each time. Very fun, very cute, and very well done. My only request is to have a more grandiose ending; that little guy worked hard to woo his princess and something romantic and sappy was totally in order.
Damned hard, but rewarding. Easier to play with arms crossed and left hand on my directional keys. Might be less difficult with a proper mouse and not on a laptop.
Not bad. Pleasant, but short. Just as I felt it was beginning to get interesting, it was over. I would love to see a sequel with more complexity. The simple concepts are sound and would be a good framework to build upon later.
The mechanic slowed down action that could have been much more interesting, and while the sense of suspense was there, it's lost instantly after you've died enough times to learn the layout. I also found the block enemies quite impossible to avoid, which was irksome and seemed unnecessary. Overall, nothing too impressive, kind of flawed from the start.
It was a little difficult to get used to the controls, regardless of the settings I chose, but I liked the idea. The platforming was solid, and the upgrades kept things interesting (at least until I found that the rocket launcher made everything far easier than any of the other weapons).
Still, I appreciated the variety and the design, but there's surely room for some polish. I'll be curious to see what the finished product looks and plays like.
Aye, in the final version there will be a way to change them so that might help :) I've tried to make the game easy so that might be why the weapons seem a little OP. Otherwise glad you had fun!
Hell yeah! Dark sword of 10,000 cuts! Picking that up very early was an exciting experience.
I love the concept, love the simplicity, and love the art design. However, it does get repetitious after level 10. I would feel better if I knew how close I was to the end, if there is one, and I would be relieved by different enemy types, particularly bosses. Once you learn how to manage a certain enemy, most of the challenge is gone and only becomes a matter of planning your leveling in such a way that you don't have any glaring weaknesses after adding a new piece of equipment.
Brilliant concept and mostly-brilliant execution, but not being able to see your stats and not having a shop/inventory did suck. It would also be nice to have saves or continues. I think I got up to level 250 or so and close to day 30, and never knew if I was approaching an end, or if it was just a matter of playing until you die. Knowing whether or not there was an objective or an end would be nice.
Also, it would be great if medals showed here on NG instead of on an external site. I want to show off here, not elsewhere.
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