Character design was both the game's biggest strength and weakness. The combat element of the game was brilliant, but it was too underplayed because the puzzle element was too frantic. Strategy should have been a bigger part of the game; slow down the puzzles to make this so.
Additionally, differentiating between the characters to create matches was at times difficult because of similarities in the visuals of the characters.
The game was a blast, and the Medals make it worth a ton of visits. There's a lot of replay value, and just as much potential for a sequel.
Rabid-Animals
Character design was both the game's biggest strength and weakness. The combat element of the game was brilliant, but it was too underplayed because the puzzle element was too frantic. Strategy should have been a bigger part of the game; slow down the puzzles to make this so.
Additionally, differentiating between the characters to create matches was at times difficult because of similarities in the visuals of the characters.
The game was a blast, and the Medals make it worth a ton of visits. There's a lot of replay value, and just as much potential for a sequel.
tempalabs
THanks Rabid-Animals. Your feedback culminate most feedback that I received on Newgrounds.
Stay tuned for the next version of Puzzling War ;)