I'm not understanding why the Chapter 3 final boss gets to start the battle with his "blue" (creature-summoning) bar completely full. Is this a bug? Or just an incredibly sudden stat check? The spike in difficulty compared to the previous 17 encounters is demonic.
Still hating the MANUAL collecting of bananas from the "new and improved" banana plantations. Sorry, but that was an uncharacteristically horrible design change decision, amid a whole slew of great ones.
Uhh, what the? Did the level 3 boss just summon two waves of mobs at the beginning of the fight, without having to wait for his blue bar to fill up? What the heck just hit me? LOL. I feel like I'm an agent in the Matrix, playing by a set of rules, and I just got gut-fist-disintegrated by Neo.
I don't understand the creature upgrade paths at all. I used to have Centaur Archer and Elf Ranger units. Then I created Centaur Lancers in the Monster Lab. Now I have to RE-BUY Archers and Rangers if I want to use them again? That's either got to be a bug, or one of the less sensible design choices I've ever seen. Why would you LOSE known technology after researching a new one? It makes no sense.
How about a fast walk mode? The puzzles here are extremely arbitrary, but weak and not worth going through the motions of repeating over and over (there's no reward for the player, and they're not that fun in and of themselves.) While this game is beautiful and touching and sad, it's also laced with tedium. The concept is compelling, but needs game design work.
Great job on this game. You really brought this genre back to life with the fresh story and artful delivery. I remember back when every developer told a good story and made us rely on imagination for the graphic details. Thanks for reviving those qualities. They are too rare today. Bravo. Glad you left the door open for a sequel.
The controls here were not well thought out. Clicking anywhere in the playable map should cause the arrow to fire. It shouldn't be limited to clicking the little arrow button in the toolbar. There should also be a Toggle button for continuous fire. You should maintain visibility to where your bow is pointing regardless of where you are viewing on the battlefield. Also, sometimes the bow points straight up or straight down and it takes several attempts at hitting the up or down arrow to get it to move in the right direction. It's like it get stuck and needs to be jimmied back into position. All in all a great concept for a game, but with quite poor controls in my opinion.
I'm not sure how I feel about this game as a "puzzle". Am I correct in intuiting that at some level it gets to the point where there literally is no way to preconceive what a "correct" move would be, and that you must resort to brute force trial and error? If so, that isn't much of a "puzzle". At least, not a fun one.
I'm digging these updates, except one: I don't like manually cultivating bananas. Go back to the passive money-making engines they used to (and ought to) be, please.
Wait, what? I just outlasted my AI opponent and was at full health. The witch was down to like 80% health. How did I still lose? That makes no sense. I thought if you were both still standing when the timer runs out, the match went to whoever had the more full health bar. Apparently not?
Seems like it could be fun for a little while. However, it froze up after four mini-games, while I was wrestling an albino bear, no less. Google Chrome user. Not switching browsers just to play this. Sorry. :(
It starts out slow and then turns from low-key puzzler to Shift clone to reflex-oriented platformer. I suppose the metamorphosis was inevitable, but it just didn't end up grabbing me. I can see the mass appeal, but I ended up saying "Oh, yay, yet another level where the solution is obvious but the timing and location are frustrating as hell to achieve." Still, I might come back and play again another day to take another crack at it, so, clearly you've done enough things well to make me want to return. Nice job.
Why the heck does Flash Player prompt me to store extra data locally every time I hit the main menu? No other game has ever done this. It gets annoying to have to click "Deny" over and over...
Man, I remember this being an enjoyable game. I came back to replay it, and find it bugged from the get-go. The "immortal fingers" comments that I glanced at before loading the game make sense now. :)
I think what kills this game for me is the fact that you can accidentally DECOLONIZE a planet by sending your last ship, thus it stops producing for you and you have to actually take it back over again. I'm not sure what you were thinking there, but I dislike it. Sorry. You should retain ownership of the planet, even if you send all your ships into combat. Period.
Gaa, a TD game with a plot and excessive micromanagement! What do I do? Love the concept. Hate the micromanagement having to jump from pad to pad to avoid the dude with the sunglasses. Especially on the last level where they're only a few centimeters apart. The game degenerates into something less than a TD game at that point. Up til then, it was serviceable enough. Nice job overall. I like that you can't get all upgrades, and are forced to sacrifice. Just go easy on the required micromanaging next time. It gets tedious.
I'm not sure how this could hold anyone's attention long enough to bother with trying for the Hard badge. It seems like a well-coded game, but it's about as interesting as a Word Find puzzle. No offense. You just click on polka dots as fast as you can. Okay, great. I get that it's a "brainy game" that is "based on science". But it's missing the element of fun, for me at least. Sorry. Maybe it's just me. Other reviewers seemed to like it. I'll just accept that I'm different, I guess.