If using creds unlocks features in the game that are functional, rather than cosmetic or trivial, then it is perfectly valid to rate the game down to express disapproval for this. It's a tease and it warps the spirit of Kongregate by turning it into a shop, rather than a free gaming site.
"Try the demo for free, pay to unlock the rest of the game?" I can get that deal *anywhere*. Kongregate is special because it's not like that.
This game is a nice diversion, but the unpredictability of outcomes makes it more of a lark than a true puzzle. It's just trial and error. I like the artwork and the "mood" of the game, though.
Remember back when you could play Protector games from start to finish, without having to grind experience on the same easy levels over and over and over and over just so you had a shot at beating the harder maps? What happened?
Innovative concept, but I'm not sure it works for me. Too hands-on, too much like a sidescroller/shooter for my taste in "TD" games. Nice implementation of your concept though. The game works well, runs smoothly, and looks good.
This game has some SERIOUS design flaws. To list a few:
1. Navigation in the city is confusing and cumbersom with no ability to zoom out and no mini map.
2. Trees and other concealment obscure the battlefield, making it next to impossible to play while retaining sanity. There should be an option to get rid of concealment or adjust the transparency of it. This is a strategy board game after all, not a game of paintball.
3. We need a way to mute game sounds or music or access the menu or adjust volume during combat.
4. Allies that die during a map now stay dead. This is, perhaps, not a design flaw but merely a bad decision, in my opinion. It makes it difficult to proceed through multi-fight sequences if you lose someone in the first fight. At minimum you need to give us a quick way to restore a saved game then, when someone dies, because it makes the rest of the fights on that level unbeatable and so why waste our time?
Other than these things, it's a very enjoyable game.
Dekasa makes a good point. The experience requirements for the uppermost levels of units needs to be scaled back. As it stands it is next to impossible to fully upgrade a unit, thus making some of the achievements unattainable.
The tutorial was a bit buggy; you had to do some steps twice before the dialogue would proceed. That was really frustrating. Once you get past that to the actual game, though, it's rather enjoyable. I like the quasi-technical insight as to what it's like to actually tend bar.
Nice effort here. You could stand to have your dialogue reviewed by a competent editor, but all in all this is a mighty nice flash game with a lot of good features and a reasonably entertaining story line. Keep it up!
Meh. Not a bad game, but like all "control the ship by dragging the mouse cursor" games that aren't full-screen, it gets frustrating when you tend to move your mouse off the playable area as it gets more frantic. Also it's not clear what a lot of the upgrades do, or how you go about acquiring the third unique upgrade slot. 3/5.
Enjoyable game but the spoon puzzle was a bit vague. There were electrical nodes in another room that I actually tried this on, but it didn't work. It's a bit misdirecting that you can only do it in that one specific room. I tried it in another room and figured it wasn't going to work. The author should remove the nodes from the other rooms so as to avoid confusion.
Pretty good game but come on, if you're making an arcade game, customizable controls are the standard these days. Don't force those of us who are used to WASD with the left hand and attacking with the right hand to play backwards... bad show.
Nice game, I did find a bug, though. When you're in Tech 1 looking through the goggles, if you drag the goggles into the machine in the wall, you become unable to leave Tech 1 (the clickable arrow that allows you to leave the Tech tower remains gone.) At that point the only recourse is to restart from scratch. Other than that, well done.
Also, it's too easy to shoot another mob accidentally when you're looting. Why not just put the cash and items into our inventory automatically next time? Or at minimum, have right-click be loot, and left-click be attack.
Great game. It would have been nice to have some key bindings for common things like the Map and Character screens. Also it would have been smarter to have the action bars OUTSIDE of the playable screen so that they're not competing for screen real estate with actual game play. I'm not sure I agree with the choice to make your "basic" attack cost energy. Also, there seems to be a bug where I get teleported to Town 3 when I die even though I am now on Town 4. Those are my gripes and suggestions. Overall I give this a 4/5. Good job!