You got that one right! Holding off using heart scrolls as much as possible gives you extra hearts (health) to work with. If you are going for a board clear (highest score), this insight is key.
It also helps a lot knowing as many mob patterns/mechanics. Only P2 and P3 mobs do not have a specific pattern to them, even P1 and P5, while not really having a pattern, are part of a "mob mechanic" - carefully observing the "death screen" reveals most of these patterns (some "activated" mob mechanics, need to be found out by actually using them, but most are easy to grasp when used a few times).
jernej
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"if you do things right" + "with some knowledge about the game mechanics and patterns", then yes, every play is at least winnable (dragon kill).
But I would even dare to say, that with "complete knowledge of all game mechanics and patterns" + "doing things right", then it is also always possible to clear the whole board, which gives you max score and the Clear Board stamp/achievement.
There is some difference, the difficulty was re-balanced towards knowing more about patterns. In the old version even without knowing monster mechanics you could still deduce the placements with just numbers and math.
In the new version you still can most of the time, but now, if you want more consistent runs, you have to observe the monster patterns. The most important tip from the instructions/Monsternomicon is this "Observe monster patterns when dead".
When you will figure out more about monster patterns you will rarely run into a dead end even in this new version.
Nice graphics and sound. I like the concept, but I was expecting the the difficulty to increase. Without that, the game only kept me interested for a few tries. If it would have some kind of non trivial difficulty progression that would keep me interested longer and would encourage me to retry. Mostly because I would want to see how the difficulty changes and if I am up to the challenge.
Nice mashup of a memory game and arcade style racing :) I really enjoyed it. Got lost in the 5th or 6th maze... even lost count :D
As pointed out by others already the steering could be faster. Maybe even just reducing the slowdown when hitting walls would help to keep the drifting and offset the steering issue?
Thanks for the feedback. Really good and valid points.
@greysonp: I would love to polish the color palettes even further and I was thinking to swap middle levels with the current end game levels (double colored squares) but for that I needed more feedback from other players (since for me the game became quite easy due to all the testing I did during the development). I want the game to ramp in difficulty as you progress through the levels, but if you experienced those problems in the first 4 levels, I have to address it.
@stuartlangridge: Yes, I think something minimalistic would do the trick. We've been thinking about that, but then decided to test how it would do without written instructions. Something to keep in mind if it turns out that many players have a problem figuring this out.
Really nice music and sound ambience. I liked the exploration aspect and the subtle hints as well.
In my first playthrough I wandered far in one direction and then I decided to restart the game since I was too far to move back :) Maybe a slight indication that I am going too far away would be good. Maybe just darkening the screen and a little trick to stop moving the player when going too far in the game world (while still animating the sprite) would keep the player close to the playing area.
Also props for the chosen approach to the ending :)
Technical: in Firefox (at least in version 44) the visuals (pixels) are blurry due to the wrong scaling method picked by the browser, I guess, since it works fine in Chrome.