@Naud1234 Games aren't a competition. Adventure games with worlds and monsters and minimalist puzzle games can coexist. There's something to be said for simplicity. Although I will admit this particular one isn't terribly original.
If it's an idle game, why can't we set the team to automatically raid? It's structured like an idle game, and maybe even could be a good one, if the devs hadn't taken away all the idle parts. Forcing players to active play a game where the only real gameplay is occasionally upgrading/mixing up the team is not good game design.
Man, so my game crashed due to an "out of memory" error. In my 9 years on this site, that has never happened to me before. Do you have a memory leak somewhere?
There's not a leak in the game itself afaik, but the engine (Unity) won't free certain memory without loading a new "scene" in WebGL, which this game never does, so memory use will inevitably increase over time. There's not a great place to do a full scene reload in this game. I've tried many times but the tradeoffs generally aren't worth it because it's impossible to guarantee that it won't interrupt someone's workflow. The best thing to do is to manually refresh the page every few hours to avoid this, but if it's happening sooner than that for you then there may have been something introduced recently, so I'll take another look at the new code to verify that we haven't introduced a memory leak.
I'm probably totally alone here, but I much prefer the spherical bat to the normal flat one. It's so much easier to aim and to stop the ball from bouncing all over the stage (in traditional breakout you don't have much control over where the ball goes). The falling bricks aren't too much of a problem as long as you don't hit too many down at once, and try not to aim for the bombs. If you do end up with tonnes of things falling at once, make sure you gain control over the ball (get it bouncing vertically) and do not press up until they've all left the stage.
There are a lot of trivial puzzles and a few somewhat difficult ones. It might benefit from trimming some of the easier ones away (keep the tutorial levels for each mechanic though). The shadow levels were also annoying without adding any actual extra difficulty. Other than that, a solid 4/5. Hope to see it get badges.
3-X gets very laggy for me very quickly. I don't remember this being a problem 3 years ago when I earned the badges. I think it's because of all the lighting on the squares- would be nice to have an option to remove it.
In the final few levels, focus on staying close to the ground and jumping over speedbumps. Slow down when you get to near-vertical ramps, so you can get over them faster- the bonus you get from doing tricks is not worth the time lost from travelling vertically. Don't worry too much about stunts- if you have to slow down to do them, they're not worth it. You accelerate mostly with your front wheel, so try to make sure it's on the ground as much as possible, especially while going up hills.
I find it amusing that some people are criticising the art and praising the writing, while others are doing the opposite. I'm in the latter camp. I quite like low-poly art, but the dialogue is tedious, rarely funny and frequently immature. I feel like both this and Medieval Cop rely too much on using the same jokes: I didn't laugh at the post office joke the FIRST time. The meme references are also pretty painful.
Perhaps a little on the easy side, but fun. I'm not sure why bumping into a crate while you're inside a different crate makes you switch crates- it doesn't seem to be necessary for any of the puzzles.
The difficulty level in this game is excellent- enough to pose a challenge, but not enough that I ever felt frustrated or that I was simply unable to progress. Movement through clouds is super satisfying and easy to control, which is something a lot of similar games fail at. My one complaint is that the alt key doesn't work if you press it while holding left and up at the same time, which can be frustrating sometimes.
I managed to finish this on a laptop without an external mouse fairly easily, but then, I was using a trackpoint nub mouse, which is a bit more precise than a touchpad, and easier to use without moving your hand.
The thing about the prisoners dilemma is from a logical perspective, it is always better to steal than to share, and the dilemma is between what is the better move from a selfish perspective and our inclination towards cooperation. In this game splitting is both more logical and more cooperative because there are consequences to stealing, so it doesn't really work- of course people are always splitting. The only thing stealing has going for it is that it's more fun to see how much stealing you can get away with, but it's not a good move strategically.
There's not a leak in the game itself afaik, but the engine (Unity) won't free certain memory without loading a new "scene" in WebGL, which this game never does, so memory use will inevitably increase over time. There's not a great place to do a full scene reload in this game. I've tried many times but the tradeoffs generally aren't worth it because it's impossible to guarantee that it won't interrupt someone's workflow. The best thing to do is to manually refresh the page every few hours to avoid this, but if it's happening sooner than that for you then there may have been something introduced recently, so I'll take another look at the new code to verify that we haven't introduced a memory leak.