Great story, first and foremost. We can quibble all day about the validity of a few of these puzzles, but your story line will keep me coming back regardless. 5/5.
Let's see... there's a key I need to mirror-image replicate. There's already a room in which I know I can accomplish this easily, to which I still have direct and unfettered access. But, alas, "I don't want to enter the maze again". Artificially contrive problems much?
Great job. Puzzles were difficult enough that they required thought and a little failure, but not beyond the point of frustration. The story left a nice hook as well. Looking forward to playing the next chapter.
I continue to enjoy this game thoroughly and have been playing it for years, off and on. However, one thing I do find objectionable, now that I think about it, is the need to scavenge before you clear the zombies. Shouldn't killing the zombies and reclaiming the block entitle you to receive the same gear that it contained back when it was infested?
Meh. I'm quickly becoming disenfranchised... in order to open equipment caches in the PvE campaign, I have to win PvP... not just play it, but actually win it... except, PvP matches are half skill, half equipment. I mean, yeah, sure, if I slog it out for a half hour doing something I don't really want to do, "I'll get there eventually"... but for what? So that I can stay on the treadmill of having to PvP to PvE more? I'm starting to lean toward "No thanks." Perhaps this "forced PvP" element could be rethought? Or perhaps I'm just not your target demographic. Good luck either way.
I'm not really big on "Forced PvP" games. This game didn't change that, although the PvP I tried was admittedly pretty fun. The game itself runs very well, is mostly intuitive, and the upgrades are a lot of fun to work toward. You have a good foundation to build on here. All the comments and replies seem to be geared toward some sort of ongoing PvP clan tournament as your "end game", which is a little discouraging to players like me. But I will continue with the single player campaign to at least see how deep this side of the rabbit hole goes. Nice job from what I've seen so far.
Not horrible, but, I kind of resent not being able to do obvious alternatives. For example, I tried to take the right-hand candle. Failing that, it didn't even occur to me that the left candle could be taken, since they were identical. What's so special about the right candle? Why not make either candle obtainable? That would be common sense. I also don't see why you couldn't pry the clock open with the knife. Otherwise, good game.
I'm trying to enjoy the game, but the inaccuracy of click-selection of blocks is getting to be too much. If the user clicks anywhere within a given parallelogram, that surface *must* be the one selected. That's utterly basic. Without that, ease of play fails. Sorry. Fix that, and I can change my rating.
The clicks don't always land on the blocks that the mouse pointer is over. The actual "click box" of each block is different than its visual border. This is mildly frustrating. Good concept for an intuitive game, though.
Ok. When you are playing later levels with competition, it would be really helpful if you could see how many slots in a given building are reserved by YOUR trucks or helicopters. If I just clicked a bunch of times on a new building and it now says 8/8, I assume that I have 8 trips queued. However, in reality, some of those are the competition's. How about different colors for each team? Like, just say 0-0-0/8 with one zero for each color. And then as they fill up, you would know how many were yours.
Good idea, thank you. It is really misleading right now. But there is no space for additional numbers... Anyway it is a good proposition, I'll think about it.
I find it really bizarre that you can't go back to the level selection menu as one of the options in the pre-level splash. e.g. "Goal... Play." It is clunky navigation to make me start the current level in order to go back and select the one I want to play.
Why no "Buy Max All Factions" button in the Royal Exchange? You've clearly shown that you intended to add convenience features. I find it puzzling that that particular one was omitted. Frankly, that button should be on the main screen. It's something we have to do every few seconds if we're being efficient.
At first this seems like a fun and interesting concept, until you realize how tedious it is to actually play. Every. Single. Action... involves a random click... you can put some things on Auto but not all... And for pity's sake, you couldn't give us a do-over option when randomly selecting what the character looks like? That's permanent... There are far too many "fail" roll options. I'm altogether unmotivated to progress; upgrades aren't enough. What's the story line here? At least entertain us to distract from the tedium of trying to time everything. If nothing else, this game confirms my belief that, while flawed, the invention of the coded and automated RNG was a huge step forward for RPG kind.
Great implementation. I had never seen this variant before, and I enjoyed discovering it. The competitor in me agonized over not being able to win every square, until it became clear this was not possible; the trick is to focus on which squares you ARE going to need to win. I won the first game, but consider it to have been luck. I don't have an algorithm for this game yet. It's exciting. Thanks for making this!
I'm getting pretty sick of using my max level ingredients and getting "Fire" level output. You need to rework the crafting system. Plus or minus ONE level, I can see. Minus FOUR levels, three times in a row, is ridiculous.
Good idea, thank you. It is really misleading right now. But there is no space for additional numbers... Anyway it is a good proposition, I'll think about it.