12:37
Zutatensuppe
Recent community posts
13:19 now, with death strats =D (mid-end of wave 29 i sold all towers, thats why it looks so strange :D)
i think though that killing the boss is faster. but in this game i wasnt sure with my setup. also, if it didnt work, my water towers would slow/freeze the guy and make time longer. so selling everything was the safer way
cute vn style game with 3 mini games in it!
nice graphics and dialog ^^ could have been longer with more time!
things to improve:
- the information about input (wasd, f, space) could be displayed longer, or only disappear upon confirmation. i expected this and didnt read fast, so i had to restart to get the information
- the end says 'thanks for playing' and no more input is accepted. it feels kind of stuck, as the screen uses the 'ingame' graphic.
interesting concept, but implementation seems a bit random/unfinished/unpolished
- i was in level 3, and at some point it just said game over, even though there was no indication of what was wrong. the ball definitely wasn't shot by an arrow from the clown (maybe there should be an HP bar for the ball too?)
- also, i chose 2 times the paddle size upgrade, so the ball couldn't fall down anymore. but rather the ball sometimes got stuck behind the paddle and could only be rescued by shaking
- i couldn't figure out what the purpose of the falling iron beams is, they don't seem to interact at all with anything in the game
i like the idea to make a kind of boulder dash game
some things to improve:
- the way things fall/rise seems not intuitive and frustrating, eg. why does a stone fall to the side, when it is supported by soil still, or why does water instantly kill. lack of flowing motion or indication that a stone will fall/water will flow/gas will rise further increase frustration
- level seems quite random and it seems to be by chance that you can realistically solve a level or not. maybe for next time, improve the randomness to create fun levels, or design some levels by hand, to push the 'puzzley' feel of the game more
needed a while to figure out how to shoot, because mouse button was only advertised as a means to continue conversation :D
some things that could be improved:
- use either E or mouse to interact/shoot/continue conversation, there doesnt seem to be a reason why they must be separated
- there is a weapon in the starting room, which cannot be interacted with, unsure why it was there :S
- it was pretty easy to cheese the enemy by standing in a top location, where he will never shoot (only the purple homing fireballs, which don't do enough damage to you, so it is ok to tank them)
played through it and it is quite fun
some points to improve:
- neuro does not interact with the falling pieces (she cannot be smashed, piece can just be placed on top of her and she will climb out)
- jump is useless ? (you just have to clear the tetris field)
- the movement of the pieces feels rough (delayed auto shift timing seems way off from other tetris games)
cool music and outro graphic/animation!
i went up to each boss and clicked it (so i slashed it with the sword), this was possible during the dialog, i slashed each one of them a few times and then clicked their respective dialog and they just disappeared. but i guess that might be one of the bugs mentioned in the description.