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I like the secret alternate style of play you included by giving the player a free upgrade, reroll chance and +2 health by playing through levels without collecting coins. However it is WAY too hard to navigate the levels without accidentally collecting a coin.

I'm trying to beat 9 levels coinless and I will always end up running into sections where there is a coin located just below a drop, or in the way of a passageway. Level six onward I just collect coins normally because I'll scan the map before I start and realize I'm going to have to collect a coin to proceed.

CTincknell responds:

That is intended to be extremely challenging. Think of it as every coin being a one hit kill. That being said, I tried to make it so the levels didn't spawn with coins in the way, but it doesn't always work. Keep trying though, only one person (other than me) has gotten the medal!

Too much death, not enough game.

There are no clear choices I can make when it comes to staying alive. Give me a choice, I need some risk and reward mechanics or else it's just going to see pointless to do anything in your game.

I stop on a planet and lose 25 hull and fuel because why? Because this game was made for the Procedural Death Jam?

Wolod responds:

I'm sorry to tell this but you were right... It is random and hard because it was made for Procedural Death Jam xD
After each playthrough you get XP and level ups buff your starting stats. There is a point. You play the game, you learn the rules of it's cruel world and you're level-uping eventually. So on one hand we have some kind of tutorial and on the other hand you are closer to the happy end with the each playthrough (something like Rogue Legacy).

Me and my friend didn't choose to finish this because throwing a ridiculous number of hazards in a series of rooms is not "fun."

Plenty of things I liked, I liked how your fire rate increased as you took damage in Act 3, I liked the creativity and polish you put into a "simple" concept like a mouse avoider game.

But the thing I liked the most of all, was that there was no true "bad" ending.

You leave it up to the player to decide what the true consequences of his/her actions are and you don't just beat us over the head with if we got the "good ending" or not.

The first time I played through, I chose the contain ending because I didn't really feel like the Dr. would be the suicidal glory type. Lo' and behold, Mary and the organization kept up their end of the deal! If they would use the particle to do terrible things, you don't reveal, but I am glad I played your game and I enjoyed every bit of it.

ItsTheAshtray responds:

NICE! You really picked out some cool details like the fire rate increase. It's very satisfying to find that someone truly enjoyed the story, so thanks!

I don't think that missing a swing should reset your combo, either that or power ups shouldn't be given only for high combos.

I was enjoying myself, just running down the track and murdering guys, right up until I realized I could only get powerups like the horse if I killed 10 people in a row, without missing or getting hit, suddenly I found myself not even bothering to throw my sword or spike the golf carts because those were both very stylish moves that had a delay and put the combo at risk.

The game itself is fun, but the fixation on combos suddenly throws the carefree attitude out the window and replaces it with one of precision and caution, which totally clashes with the craziness of the story and the absurd things that start filling the track.

DBuck-Eye responds:

Hm... I see your point. I'm gonna make some edits tonight to make the combos easier (originally, getting hit didn't reset your combo, but that seems to be the more tolerable of the two reasons for resetting). I also like your power up idea, so I'll throw in random power ups if you haven't gotten one in a while. Thanks for the thoughtful feedback! :)

Just to begin, I rather loved the story! The way everyone seems to have their own take on the actions of the king really fleshes the dialogue out and gives it depth beyond "Oh hey, I am the king, I kick puppies and execute the crippled." The art and voice acting is passable, but it's a free game made out of love so who am I to complain?

The main gimmick of using the platforms to attack was done perfectly, you started off with the typical blocks that drop when you run over them, a concept most gamers are very familiar with, moving on to more damaging and complex platform types like rockets, spikes and directional pillars, it was really fun trying to weigh time spent on the platform vs the actual damage it would do.

My only real gripes are how the final few levels seem to suffer from "final boss syndrome" where they get more and more difficult until the game demands absolute perfection on the part of the player. I say a good majority of my time was spent trying to edge out a few extra points of damage on the last monster, restarting again and again when I failed to do so.

In the end, if I could redo it all again and replay this game from a fresh perspective, I would! The gameplay was very challenging, the story engaging and the ending was absolutely perfect. A wonderful experience.

Game has no ending, just sends you right back to the intro screen upon winning, the upgrades tend to hurt you as much as they help you, with jumping leaving you vulnerable in the air for longer as you upgrade and dashing pushing the game to unplayable speeds.

The dinosaurs that chase you are pretty much a countdown until you lose a life, so you must kill them and later in the game you are forced to buy the level 3 gun to even have a chance when two start chasing you at the same time.

Overall it's an okay game, congratulations on making a decent looking game, keep on shining.

There is no ending. I grinded through 15 levels and you didn't even give me a congratulations screen.

The flaws of the AI really become apparent on the last level where you need them to attack specific portals and not just whichever is closer and losing levels from certain attacks is just sadistic, I invested valuable time into sending a high level unit into the field, just to have it stripped away from me by a single attack, simply infuriating.

Why do I lose 10% of my total skill points if I respec? What did I do to you Mr/Ms Developer? What gameplay purpose does punishing respec fulfill aside from "waste all of my time and make me question why I began playing your game in the first place."

This is not challenge. This is asking the player to be smart enough to not send a unit up against a unit of matching type, which doesn't even help anyway as you'll frequently see a melee unit fruitlessly bashing away at a melee enemy and ignoring the other ranged enemies it could easily kill in one blow.

All I ask for is a way to point units at the right targets and not pray that the AI decides to do the smart thing and target things it can actually win against.

I can't figure out how to talk to the AI, I'm serious, I spent like ten minutes trying to ask it about the escape pod, the AGS, anything for some hint of what to do to discover more, but I could not get the AI to understand anything I said.

Please give me a keyword list or some preselected commands or something, it doesn't matter how much work you put into your game if I can't even figure out how to interact with it.

The game is far too random, sometimes the building just falls apart within the first ten seconds and instantly kills you, adding the people to save just sounds silly when actually getting out of the building is a challenge alone.

Yeah, still at it.

Age 34, Male

Graphic designer

Florida

Joined on 11/28/05

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