So, I can't hammer down the obviously-hammerable wall until I have a reason better than "because it's there"? What's this? Imposed morality? In a computer game?? The horrors.
How about some sort of in-game manual? And tool-tips when you mouse over things would great -- especially units you have "played" in your 5 summoning slots. Once you play them you lose visibility to their stats. The playing experience is very mushy, touchy-feely. I would like more explanation and definition of what is going on. What do all the symbols on the cards mean, for example? Some are intuitive to me but others are not. What's the deal with the global enchantments? Is only one allowed at a time, do they overwrite each other (last played stands?), is there any other way to remove them other than playing a new one? A manual (in addition to the in-game tutorial) would have been welcome here.
Yeah, the navigation in this game is a real drawback. You've got to be kidding me with all the random edge clicking. Seems like a really enjoyable mood piece other than the fact that it's frustrating to actually...play.
I like the reminder at the end of the seriousness of how many civilians, not just soldiers, die in a large-scale war. It's easy to forget for those of us who live in (relatively) safe parts of the world. A third world war would have far more than 70 million casualties. It's unthinkable, but I know a lot of people need reminding of that.
I kept waiting for the sinister plot twist where Earth's scientists were getting ahead of their understanding, and the minerals were sentient and taking over our lives by seducing humanity into a false utopia - with science!
This game has some great concepts. One major shortcoming is that you can't get power and water through existing buildings. That's rather unrealistic and is a major pain. I also agree that buildings should not draw power when they're not producing (e.g. a mineral extractor with no minerals left.) An option to shut them off or prioritize which buildings get power when demand exceeds supply would be nice too.
I really enjoyed the premise and the reversal of the traditional "Escape" theme. As far as reasonableness / difficulty, I found all the items with somewhat reasonable effort, though a few were too well hidden by shadows on the default brightness setting in my opinion. (The root and the mushroom, specifically.) The "hot dust" clue was the biggest problem with this game. The game gives us no reason to relate that "hint" with the item actually used. You should have at least called the item "cayenne" or something that would complete the clue. Also, sometimes it was frustrating trying to find the exact spot to click to accomplish a task, even when you had a sense of what must be done. For example, where to click to drop the boards successfully. (Even the guy in the walkthrough video had to try that one twice.) Overall, though, I really enjoyed the ambience you created here and the game was definitely worth playing through. Thanks for making it.
Quite a learning curve, but it's a fun game. It gets challenging in later levels. I didn't even want to continue at first when I faced my first mother ship. Decent job on this, but I wish there were a story mode. I also wish there were clearer stats on all units; how much power they draw or generate, how much damage they do, how much health they have, and/or how quickly they repair the health. I also wish there were a way to send in the next wave, because this functions almost like a TD on some missions. Still, those details aside, it's a great game.
Very cool concept. If it weren't so late I'd attack this whole thing, but my brain hurts now. Great idea, great implementation. I'm sad to read other comments stating that there's no progress saved. Oh well.
I like that the hand-eye coordination difficulty level doesn't totally push this game out of the puzzle genre. They're doable. It's always frustrating when you know the solution to a "puzzle", but executing it perfectly requires 97 attempts, thus turning it into more of an arcade game than a puzzle game. This game didn't do that to me. So, thanks.
Fun game. You took the old concept of the local-market-based itinerant trader RPG (Dope Wars, etc.) and made it a whole lot more fun and engaging, with a back story and an overall goal. And a nautical theme, of course! Well done.
I'm going to have to agree with most of the other people who commented about the spelling and grammar. Come on, man, just grab a friend who didn't fail English and have him read over your copy before you post it. It's not like there's even that much text in the game. Other than that, these aren't really puzzles. They're more like clickable random bizarre events with non sequitur consequences. The triggers for these events seem like random pixel hunts sometimes. Other times the interactive objects are at least somewhat obvious. My advice: you clearly have a talent for coding games, but you need to enlist a colleague who is more adept at game design. With better thought and direction, you could create a great game. Good luck!
Well, at least this time, the aliens leveled with me after they were finished probing my monkey brain for their amusement. That's better treatment than they usually give me.
This was frustrating because there was no true command-line interface between the player and the game. All typed "commands" had to be interpreted as dialogue toward the computer character. Thus, the player was robbed of the traditional "look around", "open door", "take item" type commands. (Verb-Object.) The game itself was simple, but figuring out how to interface within the confines of this UI was exhaustively frustrating. I suggest you either make it a true text-command parsing game or make the environment point-and-click interactive with text reserved ONLY for character dialogue. The general idea here was appealing, but the choices you made in the implementation of the UI was very detrimental to the enjoyment level of the player.
This game is *hard* and it is difficult to get the hang of the non-intuitive finer points that are necessary to progress. That's both a positive and a negative. It took me three levels to figure out that you have to hold down the mouse button and place the cursor where you want the wind. I have yet to successfully hit a giant with a meteor on his so-called "weak spot". The difficult part of a TD game is supposed to be strategy, not game mechanics. I'll probably play this again because it looks like a lot of thought went into it, and it seems well-polished if you can wrangle with the UI difficulties.