needs an 'assign cherubs' button, it's really awkward to physically place them on the structures
Gamersword
Creator of
Recent community posts
the base concept could work but as-is there's nothing really to shoot for, and it all gets monotonous pretty quickly. there's only two enemy types, no goal, and only straightforward "improve [stat]" upgrades with no variance.
once you've done 10-odd runs, you've seen everything the game has to offer.
a fun game overall, I think it'd help a lot if the locked upgrades had "acquire x and y" to unlock text, as-is it's hard to tell when I can't unlock something because I don't have enough of a thing, and if so what thing I need to unlock it
also, since some of the artifacts have downsides, it might be good to have an option to turn them off
overall really fun but I feel like the sokoban angle doesn't really add anything and just makes the whole arrangement annoying to navigate; I'll figure out the solution and where to place all the dinosaurs but then I need to spend like 10 moves shuffling them all around to get them where they need to be.
I feel like if the dinosaurs could just pass through each other then the placement gameplay would be a lot more enjoyable
he could've not put the fake prestige upgrades in the game or the fake screenshots on the page. in fact, not doing that was the default choice, and an active decision was made to put the false information up. it's 100% false advertising, because the game does not exist and neither does any of the content indicated, yet it still pretends that that content does exist
the canon event example confuses me. it says you can turn a loss into a win, but the first described occurence is still a loss.
other friend wants to climb the rope, and burns a canon event to successfully do so, the problem they gain being that... they can't climb the rope. if a tie for best friend means getting to the top, I don't understand why a win means not being able to climb up, even with a problem.
it's really throwing me off.
I understand where you're coming from, but a run of bad luck against one of those turn-skipping pirates or getting the wrong ally stunned can lose you the run on the spot. the only counterplay available is to hope you can get that one trinket that makes you immune, and you otherwise have no real solution or strategy to stop it
I enjoyed this game. In particular I really like the way skills are done in this. Each level up feels like a noticeable improvement, the final upgrade in a line being an extra-strong one is fun, and infinite rerolls is a clever way to balance being able to make your own build with offering the player ways to branch out.

well, I did it. an interesting twist on the formula, the confusion mechanic meaning sometimes it's better to try to walk in a direction you don't want to go when fail chance is high
I'm on firefox, here's the stuff. incognito didn't help