It's only "hard" because it isn't at ALL clear what you're supposed to do prior to the level starting, leaving us to "guess" and figure it out. Once you know what to do, it's merely a rough motor skills exercise. I will say, though, that it's well-implemented, for what it is.
Why don't I get my revenue from banana farms after the turn in which I complete a map? (e.g. round 50 on Easy mode.) That's a lame programming oversight. Fix it!
Great job on this game. Here are two things I found frustrating, though: 1. Lack of in-game explanation of what all the upgrades and skills do. You really should have explained them on the tooltip/mouse over. (For example, what does agility do for my troops?) Another frustration was that it was difficult to tell what I was targeting sometimes, especially on boss fights. Trying to isolate a piece of the lobster or the squid to hit with a spell was painfully difficult at times. Other than that, enjoyable game. Good job.
From a strictly game-feedback perspective, the "Strong" target preference is flawed. When choosing between equally strong targets, it should choose the furthest along the track, but often it does not. Furthermore, bomb towers should be smart enough to IGNORE black or zebra bloons, which they can not damage. Who are the idiots manning these bomb towers?
Would be nice to have a feature to speed the game along, revealing the answer if you click a button. Even if it were only enabled after a 2 minute delay or something. Currently I am having to complete a few levels by random clicking until I get lucky. I would rather be shown what I missed and have the opportunity to click it deliberately. Maybe that's just me, but I feel that a "hint" feature would be an improvement.
There isn't a "rule" about not using Kreds for upgrades. However, that was not the spirit nor the intent of Kreds when they were instated. Kongregate began as a free gaming site and the Kreds were purely to show appreciation to talented developers. Now it has morphed into something else. Something worse, in some peoples' opinions, mine included.
Also, when you die fighting a boss and select "Retry", your gun should retain the ammo it had when the boss level began. Not the ammo you had when you died. Right now I am beating my head against the wall trying to melee down this blue fire breathing, bomb-vomiting ghost thing who keeps knocking me off his platform to my death. You should really have programmed this so that we could bat the bombs away, not explode them on contact. I've even jumped over the bomb, attacked the boss from behind, but hit the bomb with my weapon on the OTHER side of the boss, and gotten hurt from it. Ludicrous.
The controls in this game are backwards and should be customizable to accommodate WASD players. I hate controlling movement with my right hand, it messes me all up. I might be enjoying this game if not for that.
This game is underdocumented in-game for how complex it is. I mean the game play itself is point-and-shoot, but the underlying mechanics are not really that clear. It's rather difficult. As a rogue, I quickly got to a point where I couldn't progress without hiring a henchman every day. Weapon upgrades in particular are hard to come by.
No health regeneration over time, no sleeping back to full health when you return home. That means I have to rely on those diskettes to heal. Combine that with the fact that earning money by waiting for gear to drop is about as fun as watching water boil. And I've checked out the gear in the vending machine. The gun that does 3-7 damage costs 120, the gun that does 3-8 damage costs 670, and the gun that does 5-10 damage costs 10,000. Yeah ok it was +5 health or something too, but big whoop. With gear like that, there's no real carrot to incentivize me to continue playing this character. Also, click-to-walk is buggy and sometimes does not respond.
Not bad. A good challenge. I will say that I tend to dislike games where you can't do a "quicksave". Nothing is a bigger turnoff than having to start again from scratch when I screw up after 2 minutes of flawless "prep work" on a level that should have taken 2 minutes and 10 seconds. An in-level quicksave and quickrestore feature would demonstrate compassion and understanding of this, on your part. Other than that, an enjoyable diversion.
I lock up my valuables in the safe by my bed... money... bandages... and, um, spark plugs. That's normal, right?? Ain't NO ONE gonna make off with muh spark plugs!!!! You hear??
Ugh. mouse-hover-move shooters are so damn frustrating on a windowed playing screen. You mouse off the screen at a hectic moment and it's basically game over. The game play itself was fairly enjoyable apart from that. Your character dialogue translator needs to study English for a few more semesters, though.
Sorry Simon, you get only two stars, because you made it possible to run out of money and be unable to complete mission 7, and thus unable to complete the game. A way around this shortcoming would be to change the game so that the player does NOT expend resources when he fails the mission.