Maiden Muncher Hero Cruncher by solidplasma
Man, I thought I wasn't going to make this deadline, especially when I kept encountering a crash that I thought I couldn't fix. Anyway, this game follows the hero as he tries to reach you (the final boss) by traveling through three worlds before your lair. Your objective is to place enemies and obstacles in his path to either weaken him so you can finish him off, or destroy him before he ever reaches you. The art and music are lacking, because I'm not great at either of those, and I spent about half a day trying to fix a crash, but it should be fairly fun if you get the hang of it.
Ratings
| Coolness |
32% |
948 |
| Overall |
2.06 |
744 |
| Audio |
1.87 |
512 |
| Fun |
1.93 |
708 |
| Graphics |
1.63 |
744 |
| Humor |
2.15 |
496 |
| Innovation |
2.40 |
587 |
| Mood |
2.23 |
632 |
| Theme |
3.06 |
433 |
Feedback
The overall idea looks quite nice. I used the "slow" attack types which yelds more minions in a fight, right? But maybe I missed something. Because after a while of fighting the hero still had a lot of hitpoints and my patience was about to end because it got rather repetitive.
Thanks for rating my game btw!
I enjoyed summoning the swirling vortex in the second stage, very nice idea!
The two biggest issues I had with this game are the lack of strategy and the slowness of the game. The idea is that you attack the hero with the most fitting enemies/traps for that situation, but since all three recharge separately and the enemies are barely different, it becomes just a matter of spamming everything you have.
It becomes even more of a problem in the battles, as your only options are 'attack' and 'dodge', with 'attack' just dealing a set amount of damage (unless you're low on HP and the hero has priority), and 'dodge' randomly either dealing or not dealing twice that much damage, and only if the hero strikes that character - in practice, dodge is completely useless except for that single situation described above where attack is not useful. This lack of strategy makes battles a matter of just mashing the attack button until it's over.
But what really makes the first problem stand out is the second problem, the slowness of it all. When you're about to fight the hero you can pretty much calculate the entire result in advance - the hero will lose between X and Y health and you lose the battle, regardless of what you do in-battle. But every time you attack the hero, you have to play a complete battle, having to watch the same slow animations over and over again. I just stopped using monsters at some point because of how slow and repetitive it all was.
Adding just a bit more strategy to the battles would've gone a long way, but as it is now, I'm afraid the game just isn't very fun.