Come on, at least make us able to hit the "Enter" key to get past the now-legendarily-annoying Captcha checks. Mouse click confirmation only? In a typed text entry field? Give us a break here.
The captcha needs to be toned down. Maybe once every couple of hours, IF no input device activity is detected. But not every 10 minutes like it seems to do right now. This is too much.
You have the beginnings of a great, addictive game here, but there are features that are sorely needed. For example: It needs to be made clear what happens to resources and progress when you remove a helper at the end of a day who was working on something. You need to be able to see your resource levels when in the "main town" screen. The server connectivity needs to improve considerably, or else track more of the data client-side and check in with the server less frequently. Would like to see better organization in the tavern, I don't prefer to have to memorize every NPC's appearance or hunt and peck for them. Make it user-friendly and you're all the way there. Great start!
You've got to be kidding me with this clunky parts-won't-go-smoothly-into-the-clock mechanic. That is totally out of character with how smoothly the rest of the game plays.
I know it's a common complaint about games of this genre, but, I'll say it anyway. We need clear navigational aides. Particularly to find the scarecrow and the well. The visual clues that you could travel in that direction were painfully obscure. I love the ambience of your games. I just hate having to use a walkthrough because the muddling of the scenery obfuscates critical details without which the game can't progress.
This was a little bit trippy, but, intuitive enough to not be frustrating. However, the "story" was slightly too abstract for my taste. An Eastern-religious-themed artistic game concept for its own sake is nice, but if this same expression of art had told an engaging or discrete story, it would have been sublime.
An interesting read-through, but, you could have made it less tedious to get back to the "Continue" option without needing to do so much clicking through dialogue. How about an "instant continue" option when your credibility is empty?
That puzzle involving the cabinet door with the three blank squares was dastardly. This game overwhelms you with SO many 3-digit and 4-digit combinations that it's very easy to get on the wrong track, applying a code you think you've found to the wrong puzzle. Many were very straightforward, though. "Could" I have ever solved it without a walkthrough? Who knows. But I know it would have taken me longer than I wanted to spend trying. :)
So, I see a badge indicating that the game can actually be completed. I'll have to take your word for that, because I just played Brighton Square for what seemed like 10 minutes and no end was in sight. Some sort of progress marker would be welcome. For that matter, a health meter for your chassis, your wind shield, and your body would be nice to have too, although you give decent visual cues for those anyway, so those aren't as critical.
One criticism: It's too easy to hit obstacles that in my opinion, I avoided. Even when, visually, I appear to have successfully driven between two obstacles, it seems like the game always decides that I've clipped one anyway. That can get frustrating.
I'm not a big fan of racing games, but I must say, this is pretty gosh darn fun. Nice job on the added touches of realism that make the story more immersive.
Good lord, I've never seen so many pedestrians milling around on an eight-lane highway before. Perhaps their demise is just natural selection? There should be some sort of Darwin badge for offing a certain number of them. (With all due respect to people who run around like crazed monkeys waving their hands on the highway in real life. No offense intended.)
Any game that presents an original, engaging story like this, and focuses the experience on that story rather than on the gameplay itself is a winner in my book. That isn't to say that I don't wish the graphics were slightly less grainy, or that I could turn the gamma a notch brighter, or that there weren't a way to make the guy walk faster when the doorway that I want to "double click" isn't on screen yet. However, despite these logistical setbacks, ultimately you've provided an enjoyable experience for the player here, due to the thought that went into the plot. Bravo.