This looks somewhat innovative, but underdocumented. It isn't really clear what the extra popup menu is for, nor the extent to which you need to use it DURING the game to get the most out of your towers.
I think after level 75, the game should compute all your firepower and compare it to the strongest level possible, and if your firepower exceeds the amount needed to beat it, just say "You Win The Game, None Of My Levels Can Beat What You've Built". In other words, save us the boring hours of lag-victory.
Soooo... what's the goal, when does it end, what's the money for? This is a one-dimensional click fest. The coding seems solid, but it's just not fun. Sorry.
I don't really think it's relevant how many hours someone spent on something. The value is inherent to the final product, not in to the effort it took to create. This is a game I wouldn't even look twice at if it weren't free. It just isn't that fun. Kongregate isn't supposed to be a store. It says "FREE GAMES" right on the Kong banner. Kreds are supposed to be for tipping talented developers. Not for this.
The story is "ok" but the user interface sucks balls. You have no sense of control at all. The places you click to move and view things are unintuitive and in some cases poorly placed. Spend a little more time on game design next time people.
This is a horrible game. The user interface sucks, because it is unhelpful. Specifically, the spot where you look up at the ceiling is HIDDEN. That is retarded. You should be able to look at the ceiling from anywhere in the room, not just from that one spot. Be realistic with your controls and don't make us pixel-hunt and have to guess where YOU put the "ceiling-looking" pixel, in order to solve the game. That isn't a puzzle at that point, it's just a stupid game of "find the pixel". That isn't what I come here for.
The game is just a matter of memorizing the teacher's pattern. It doesn't deviate no matter what you do. I can think of other games that are just memory tests that are WAY more fun than this. Also, the message that it's OK to cheat (cheating protagonist) is not something I can get on board with. I don't relate to the cheating a-hole that I'm playing. Sorry, I just can't get into this game.
I think the premium upgrades should be free once you hit rank 100 or something. I don't like that some features are only available if you tip. Then it's not tipping anymore.
I agree, the fights with Jason were sort of comical and monotonous. At LEAST make him strike more often. Waiting for the random strike timer got old after the first fight. And just between you and me, I don't think I could put a bat down in the middle of a melee, draw a bow, nock an arrow, and put it through the eyehole of my opponent's goalie mask. But Shhhh, don't tell Jason that.
Yet another easy game, rendered unsolvable by making it impossible to do something as simple as LOOK AROUND A ROOM because you have to know what exact pixel to click on. In a well-coded game, finding the mouse hole would not be such a challenge, you'd simply walk to that corner of the room and see it. There would be no "hidden pixel" that you'd have to click on in order to progress. Hiding our ability to see things that should be in plain view to our character is not good game design. It is sucky game design, and you get a 1/5 for it. Congrats!
This sucked, not because of "huge leaps of logic", but because of the exceedingly shoddy and unforgiving click interface. The interface literally made it SO hard to figure out how to combine items. Having to do it while you're "examining" the inventory item (and even THEN it's a game of "guess-the-pixel") is very unintuitive. A smoother user interface would have made this a decent game.
Bah. I tried like hell to look at the ceiling and floor. I guess I didn't try the magic spot that the developer chose as the ONLY place you can click to look up or down. That is what I hate about these games, when you have the right idea, but you can't execute on them because the developer decided to make it unintuitive. Really, why shouldn't you be able to look at the car ceiling by clicking on it from any screen? Why do you have to be facing backwards? Likewise, why do you have to click on the left side of the rear seat to look down? That's just stupid.
The only one that was "too hard" was the three-pane navigating the man through the maze. The correct combination of moves was not logical, and could therefore not be "solved" by thinking. You just had to use trial and error until you got it. I hate "puzzles" like that. Also, the arrows reset every attempt, which is just maddening. There's a special place in hell for developers who do that. Unfortunately, the "man maze" puzzle was the gateway to solving half of the other puzzles. None of the rest of them were "unfair" once that stumbling block was gotten past. Though I will say that the "half off" comment on the tank poster threw me off. I kept trying to end the battle at exactly 15 seconds. When that didn't work, I tried taking off exactly half the UFO's life meter. Ah well. I'll eat my responsibility for that, and chalk it up to a well-placed red herring. Overall, decent game. Thanks for making it.
So far, the "hard" part is figuring out what to do. The mini-games are NOT always very intuitive as to their objective. Just a little bit of scribbling would have gone a long way toward making some of these REASONABLY solvable. Maybe I'll kick myself later for missing something obvious, who knows. I don't mind being forced to some heavy computation or logic, as long as I know what the parameters of the problem are. This seems too abstract, in an unrewarding way, so far.
Sorry. I like escape games, but this is one of the worst I've played. First, the interface is horrible. Second, there are too many stupid, nonintuitive ways to fail. I can't get the lamp cover without the tongs? Really? And I can't put the log back in the fire? You deliberately released the game like this, to waste peoples' time? This is the sort of game for which I reserve my special 1/5 rating, rarely given. Congrats!
Nice game concept. There is a bug in the game where even after you attach the pull handle, it still says "The motor is missing a pull handle." This threw me off, and should be corrected. Other than that, nice difficulty level and time limits were far.
The game is well coded, with some good features such as the special buttons that fill up over time. Although this is essentially just a puzzle bobble clone, I like the styling of this version. Having said that, the level design is poor. The player is given no compelling reason to repeat the exercise 10 times. There is no plot driving it, no new items or abilities are introduced, and the game does not noticeably increase in difficulty (nor fun) from level to level. You either need to make the levels grow and change in some way over the course of the game to break up the monotony, or else, just have it be 1 level and let us players decide on our own whether we want to play it 10 times in a row or not.
Nice game Bart. The only way I can conceive of upgrading it would be to make it so that you can drag the tools to the ball OR drag the ball to the tools. Great sequel.
GalacticRuler... there's already a link to the walkthrough RIGHT IN THE GAME. Do you really think you're "helping" anyone by spamming a walkthrough in comments? That's not what the game comments are here for.