6.5 hours played
Written 9 years ago
This is a very good game already and has lots of potential to become awesome.
The game is actively improved on (look at the game's news)
The dev does a good job and reads what players say (:
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TL;DR;
Below is a list of ALREADY FIXED stuff I mentioned in my reviews 1st version.
Again, ALREADY FIXED ;)
* PLEASE(!!!!) pause the game while any pop-ups is taking sight OR player-controll is disabled. This makes the game's first hour really frustrating. I lost a lot of healtch just becaus of this.
* wooden plattforms look like they are passable from underneath. How about: allow to jump through wooden plattforms. This would also fix my problem with banging my head on the next floor instead of getting up there.
* I see that you try to give every weapon a unique feeling. Still I find it frustrating if my arrow doesn't hit an enemy (e.g. on the arrow's highest point). A limited weapon-aware auto-aim feature would greatly help with this. (I have to do the evil comparison: this works VERY well in TowerFall Ascention, sry ;) )
* @boomerang: to make it more unique, how about: let it collect coins (zelda-like) (people like references to other games hehe)
* It's not always obvious which frozen enemy will defroze next. How about: have a visual state, when it's defrozing (yup, much work, maybe another coloring is enough).
* shurikens are by far my least favorit weapon: to compensate the short range, let them do more damage or enemies give more XP when killed with a shuriken
* The hitbox of great slime is smaller than the visual size (at least when jumping on it's head).
* I would expect hitting enemies gives them a little knock-back, this would make attacking near enemies less painfull (especially with default sword)
* the bounce-stuff is kind of annoying (lvl 2 and 4), it pushed me more than once into the top-spikes and often costs this extra second to get to the next stage above. How about: replace them with a zone that will boost your jump while inside.
Kind regards,
Foo
PS: my ideas which didn't make it into the game yet (and may will never :)
* please, please let health potions unused as long as my health is full
* I think the drop-rate of iron and wood is to random. When beginning to play, there's plenty of them dropping, after an hour of playing all the other stuff is comming instead. And since the tower-defense is part of the major game, how about: you can use your health to build walls and towers, too. A spend health hurts less than a game over and additionally rewards good dodges.
* monster-portals could give better feedback. E.g. the portal being small, as long nothing is going to spawn soon.
* So far I havn't seen the point with player-portals. They trigger much to happy. I would like to trigger them with a button rather than automatic activation when near (e.g. down button, I perceive the down button as the way to interact with the world). I lost much health when trying to collect coins lying in a portals area.
* I saw my hero shoot in the wrong direction a couple of times. This costs time and health. I would like to have the pressed button define the shooting direction. One to shoot right and one to shoot left, independet of the hero's current (visual) orientation.
* some weapons don't hit enemies when they're just in front of the player. How about: always attack with the default sword, when enemy could be hit with it.
* I would like to have a visual hint, in which direction the treasure chest is, as long as it cannot be seen on screen. Thus I can take the shortest way to grab it.
* and the same thing for enemies out sight would be FANTASTIC (sneaky ****) =)
* I have to be extra cautious when jumping near a spike or else i will lose health. How about: don't allow running into spikes, they simply block your way.