The art is nice but it can be hard to follow. With better UI design and placement, it would be easier to understand what is going on.
kellanmcallen
Creator of
Recent community posts
Swapping between the different Council members and using their skills is great. Like what others have already pointed out, the maps are too big which results in a large chunk of time spent on traveling. I managed to reach the 3rd level by using the speed boost but I will still run out of time in the end.
The game is straightforward and simple. Once the number of cards goes beyond a certain number, maybe certain mechanics can be implemented to peek at large groups at once. The used cards can also be taken away to reduce clutter as it becomes hard to see where everything is when there are too many cards.
The art and gameplay is great but it is difficulty to progress with the upgrades resetting each time. It would be good if players keep the upgrades between runs. For me personally, I would have liked the dash button to use the WASD for the direction as I'm always kiting the enemies, so I'm aiming backwards which makes it harder to dodge in the opposite direction.
The concept is good but there is a lot of information and buttons thrown at a new player. The gameplay is actually straightforward but with so many buttons, it might feel like a complex game when it is not.
A suggestion I would have would be to be able to improve a few items at once since the player needs to upgrade the different members as well as improve an item to sell.
I think there are some technical issues. My game crash and when I try to start again, none of the controls work. So I had to delete the save file.
The concept is great but card system is a bit limiting as there is no way to merge cards or upgrade them. So the only the option is to wait and get a good card for your build.
The time rift mechanic is nice but the controls aren't very good. For me, the ground pound doesn't work unless I hold the down key. Using the ground pound to open elevators doesn't work well because there is a chance that it creates a time rift instead of opening the elevator. I would have preferred if the ground pound and open elevator were bound to a separate key.
Some sections of the levels are quite narrow which makes it hard to platform around as well.
The game has a good concept but I'm difficulty with the gameplay and how easy it is to soft-lock the game. The detection for picking up the crate is really small, so I got to really walk into the crates or mirrors to be able to pick them up. It is also very easy to trap yourself with the platform created via double jump. It would be better if players could pick up crates mid-jump as its possible to get soft-lock in the early levels if you leave a crate on a platform and can't retrieve it.





After multiple tries, I finally got to the end. The spelling bee was devious.