How do I earn Charisma or Trust?
shadree
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I wish the counter was around the bird so I could see when it's going to happen rather than darting my eyes back and forth. It's pretty fun otherwise.
EDIT: I turned on the sound but the sound doesn;t indicate how much time is left, just that it's counting down. Maybe a rising scale would work instead?
The "Tutorial" is a shooting gallery, not a tutorial. It does need one because the mechanics/UI aren't explained anywhere.
The "Sair" button makes the screen black but the music is still playing. Why is there an Exit button on a Browser game?
There's not enough content here to comment on yet, sorry. The movement is a little sluggish and the Golden Gun is OP but I would prefer waiting until more is added to "review".
1, What does Slime do? My aim actually seems faster.
2. Is MultiOrb single-use?
I got 3 Gold Nuggets so far and I still can't get over 15 coins per level...
Is there a way to slow down the "Cannon"?
I finished the demo. It's good enough to try but I worry that there's too much against the player. My guess is is that Bosses aren't meant to be cleared, just survived.
The engine/AI needs work. Here's my playthrough:
I got the same clue twice in a row. The first time it didn't match the answer at all and the second was only a third appropriate.
It got better.
Then, my next two guesses were "correct" despite being a different item. (lasoo > whip, umbrella > raincoat). It happened again later on. (television > remote control)
It's missing a few vital components to make this a decent TD game.
First, enemy health bars. Second, a more clear distinction between ground you can build on. There was a clear spot on a corner but I couldn't build on it for game reasons. EDIT: It's especially bad because you can only view buildable land when you have enough souls to spend.
Third, while not necessary, would help: a speed function. Having to wait for enemies to march toward available turrets can be a pain.
Also, for some reason, the Shop page is zoomed in.
I must say the controls/physics/movement etc of this game are exceptional. Sometimes the ball bounces obliquely but it is never a hinderance. I have't lost a life yet.
It's an odd choice to have it be a specific block to hit rather than clearing all blocks. Plus, there are levels with 2 shiny blocks. This - coupled with no enemies or hazards - make it a little to easy. Very enjoyable nonetheless.
EDIT: I finished the game. I lost one life. Level 9 was tough because it felt mostly dependant on luck to hit the shiny block. Kinda wished it had one more level to round out the numbers but that's just me.
Absolutely delightful! I managed to finish the game quite swiftly!
I have the most minor feedback points:
- I noticed in the egg/muffin level that found items would go under unfound objects on the way out.
- The line weight of the collectibles are thinner than the rest of the map, so it makes it easier to spot them (which I don't mind tbh)
- The UI should become somewhat transparent until you need it. It got in the way of one collectible and it makes it hard to view the map zoomed in.
All-in-all, I loved it and I look forward to more!
Pretty darn good, especially got a first AGS game.
I managed to work my way through and found 2 balls and know where the third is. I'm stuck on the first item of the fragrance recipe. I will try again later.
My one complaint is that walking into exits is a bit difficult. You have to walk precisely and deeply into an opening to get it to work. Also, the cargo hold has an open door that is just one flat colour, so I thought it was a closed door at first.
I'm afraid I don't understand how to come to the correct conclusion. Even the tutorial example is a bit vague. Is there only one correct answer? Also, it's very unfair to have to remember the sheet details (or transformations) rather than being able to refer to them during your transformation pick.
I had two Barbarians who were proficient in Axes but had axes...
Is this a high score game? The story makes it seem like it's a royal rumble.
Another decent time-waster. I prefer that enemies not phase in. Once, one spawned underneath me and I got stuck to her.
Didn't appreciate the music. I thought it meant I was getting close to the end.
I got 71 on my run. Once was enough though.
I appreciate the two control options. The animation is cute and does the job.
The game could be quite addicting but there's way too many police and not enough clients. Sometimes, there's so many that even if a client shows up, it's impossible to reach them. Spotting them in the first place is hard too.
Pretty fun for a laugh and I like the time/health system.
Pretty impressive. I like how the healing works in this game and getting hit isn't too punishing. The graphics are nice and the movement is smooth.
The only thing I don't like is the shooting. It's only worth firing at enemies head on. If you try to do it while strafing, it's highly inaccurate. It doesn't even look like the bullets spawn from the weapon.
As a demo, it's quite cool. Only two types of enemies so far but each one has different sprites and animations.