Wow - A whole new level of Card Strategy!!!!
Once you figure out the Bonuses this is awesome!!! I was hooked for like 3 hours!!! I guess you have to be clever to put those secrets in - don't want just anybody to see 'em.... It was simply amazing! Dude, this was even better than breaking in to a bank vault!!!!! I can't believe what I saw!!!
Well done! Love the art and card choices, and the challenge mode is a great addition. I am a big fan of Lovecraft and the Cthulhu Mythos, and have really enjoyed both of these games, keep 'em coming.
Anyway, here's my two cents:
I love the fact that insanity plays such a role in the game, and I really like the random effects of going insane. However, the effects of insanity seem to be a bit off.
The Megalomania effect is perfect. More power while your life decreases works nicely and is great for strategy.
Xenophobia on the other hand doesn't seem to be too much of a hindrance since the monsters are singular, and can only counter-attack.
Schizophrenia just seems to negate a lot of choices, and really just makes a lot of cards useless. Doesn't really hurt the player, but just makes a lot of cards dead.
Agoraphobia is pretty interesting, but I think that when someone suffers this effect, the other cards should be face down.
In my opinion, going insane should carry a 50/50 chance of instant death for either the player or opponent.
It would be incentive to stay away from going insane except in a last resort.
Also, it'd be great to see more than one summoned monster available to attack at one time, and I think that the player should lose sanity for each round that he has one or more summoned monsters in play. (1 Monster -1, Two Monsters -2, Three Monsters -4, Four Monsters -8, etc.)
It would also be interesting if the monsters that were summoned had a chance to overtake the creator. After all, if you summoned Cthulhu, how likely is it that he'd obey your every beck and whim?
Also, it'd be pretty neat to be able to choose an archetype as you started, whose stats would increase each level accordingly. For instance:
Professor: (Higher sanity / Lower Life)
Detective: (Higher Life / Lower Sanity)
Occultist: (Greater magic bonuses / Special Insanity Effect)
Anyway, great game, it a lot of fun. Just make sure to include Pickman next time.
Great Game - Spelling Principal/Principle
Well done! You obviously put a lot of work into the game and it shows.
There is a spelling error in the game. When referring to the head of a school, the correct spelling is "Principal" not "Principle"
This occurs a few times in the storyline, and once in the animated newspaper headlines.
Ah damn! I got the spelling wrong because we don't use that word here in Britain. We call them Head Teachers or Headmasters - yeah it sounds old and creepy I know! :) Anyway thanks for letting me know. I'll try and correct that on the next update.
This game could really use difficulty settings though. There's a difference between what's challenging and what's impossible. It kind of detracts from the game when you are literally unable to get to the correct answer in the allotted time.
It might be more playable if on the normal mode you moved a bit faster, had fewer knives and maybe added some powerups (health,shield, speed, etc.) and then the harder mode was more like the current version where the game was pretty unforgiving.
Overall though the game was pretty good.
Fun for what it is. Since you are using the mouse and keyboard, you might want to use the WASD keys instead of the arrow keys. Also, the down key to go back to the menu isn't a good choice since it is so close to the other keys used to manipulate the pieces,
But it definitely could use some more gameplay elements. First, there is no real incentive to click on multiple balls, as a combo causes the same amount of retreat as just clicking on a single. It would be a lot more fun if the combos, in addition to giving a higher scorer, caused a larger amount of retreat for all of the balls on the screen.
Also, the game could use some specials/powerups. Some that might work would be freeze time, reverse gravity, larger targets, slow time, add shield, increase (raise) defense bar, etc.
It would be nice too to add some different backgrounds and/or music.
Finally, the music loop during the instructions has a break in the sound and should probably be changed.
I don't think the timer was working properly during my game. It wasn't anywhere near 10 minutes, as the countdown jumped 2-3 seconds at a time. When time ran out, when I clicked play again the countdown started dropping by 4 secs at a time.
Nice little time-waster, and good promo for the movie.
One thing, as far as the controls go, you might want to consider using WASD as another alternative to the arrow keys. WASD is more natural for a lot of players in keyboard & mouse games.
First off well done game.
Not sure if this is the "glitch" , but since crate frequency increases with score rather than by a set time, you can relatively easily stack crates near the edges of the platform with zero score. Then you can push all of them off at once (30 or so) before the crate frequency increases and you are more likely to get squashed.
The game definitely needs more variety with weapons/upgrades/monsters. Maybe add a point or level system to buy upgrades like new weapons, armor, turrets, etc.
The control keys should be customizable (or at least give the option to use WASD instead) and there should be a replay option once it's game over.
Also, I'm not sure if English is your first language or not, but the spelling and grammar are pretty bad. You should really consider letting someone review and revise the language.
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