Bah. I used to be a fan of this series, but it gets more freemium and micro with every sequel. If I wanted to play a game that requires a couple hundred actions per minute, I'd play an RTS. I'm so over spamming hotkeys just to maximize my score on a level that I've already beaten. Thanks but no thanks.
I love your games. However, the liquids in the containers puzzle was too vague. I had to use the walkthrough and I still don't understand whatever the paintings were trying to indicate about which liquid to pour where when. I basically had to fumble around filling and emptying containers randomly until the ear transformed. That doesn't constitute a puzzle. I'd be happy to have it explained if I missed a critical element. Otherwise, the game was thoroughly enjoyable.
So, I just replayed the whole thing and tried different approaches, and still got the total failure ending. Apparently using common sense responses to your obvious prompting gets you nowhere? After reading the comments and responses, it sounds like the correct play is to be an idiot and let the aliens repeatedly wreck the engines? So... okay, my fault, I guess? What am I, a mind reader?
First reaction: Oh yay, a dialogue-based story game. Second reaction: Oh no, it's in Engrish! Good concept, but I can't help but feel like I was never given a chance to solve some of the problems presented in the story. For example, all three crew members died, but I was never really given a choice to kick one of them off the ship. I simply hit fast forward, and was notified the oxygen was gone. Uhh, okay? Thanks for nothing? The execution of this choose-your-own-adventure style game could use some polish, as could the English. Again, though, I like the concept.
I haven't finished yet, but some of these mini games are ridiculous. The morse code doesn't even translate properly. 20 seconds to view the image and then visually cross-check sixteen flags? JFC on a popsicle stick, give me a break! I enjoy a mental challenge, but this felt like asking Snake Plisskin to make 10 full-court baskets in a row with a 10-second shot clock. I'm only human!
I completed the Tutorial and have been aimlessly gathering "stuff" for a while now, to no apparent end. I'm a fan of sandbox play, but, is there a story? I'm not inclined to continue to gather stuff just for gathering stuff's sake. Perhaps the game should nudge me toward the next plot milestone, if there is a plot.
Everything I had to say is already said in these comments. It's simply too much of the same thing with no real progression, no engagement of the puzzle solving brain, and no challenge. It's fun and relaxing for a short while, and quite well made for what it is. I also agree with the comment: Why would you need to pause this game? That seems like a rather bizarre inclusion. I find the tags "Brain" and "Physics" on this game to be borderline misleading. There are some pleasing elements here, but the one-dimensionality of game itself is just not enough to bring me back for more. If the game play itself isn't going to be engaging, it might be good to try at least writing the puzzles into a story that progresses; You have to figure out how to engage the player somehow.
I really have no idea what you were thinking not retroactively awarding Monkey Knowledge to all existing players. We shouldn't have to start from scratch to get the same benefit as a new player. Come on now.
I was skeptical at first because it was a bit hard to track where the mouse cursor was amid all the chaos, which made it difficult to lead the moving targets. However, I stuck with it and was glad I did. I liked that it wasn't too long, but not too easy. It was just right in length and complexity in my opinion, for what it was. Good job.
"Stun can be extremely effective at higher levels. There are still some random element in place for monster attacks though so they don't become totally helpless." Well, could you elaborate on that? Because your in-game tooltip suggests exactly what BobGrant is saying. So if the game is actually doing something else, make it clear what the stun mechanic actually does please. Don't leave the player confused as to what he's upgrading and why.
So 500 health isn't enough to tackle the level 100 dragon, who can one-shot you at 500. OK. So... What are the minimum health requirements for the major milestones, then? Give a guy a hint?
It would be nice to see some sort of stat regarding gold per minute on auto, so that the player would know on which level to "park it" while grinding gold. Is a higher level always more gold per minute, or is there a "sweet spot" a few levels below the player's current max? Or does it vary depending on attack upgrades? A computed stat for this would be nice.
Is it just me, or do the rest of you have to manually spam heals in order to get through boss fights? Is it possible (or even intended) to allow the mage to be upgraded sufficiently to tackle boss fights unassisted?
The speed increases are too minimal for the cost. Your DPS increase is less for the same amount spent at similar levels, as compared to the damage increases. To be worthwhile, the speed increases should probably be tweaked.
This is a great game, and I say that from the position of someone who rarely likes action "play til you die then repeat" genre games. So far, I've encountered the following frustrating mechanic: when you're trying to dodge the incoming ice walls, you can get damaged just for grazing them while laterally moving toward the gap, even if they're not "squishing you" along the Y axis yet. That's a bit absurd. Also, I would like to see all the upgrades up front, even if they must be gradually unlocked. It helps me plan what to save for. Good game overall though.
I like how this game seems. It *seems* like an open-ended sandbox, where you're free to solve the problem any number of ways, interacting with various elements in the area. What it *is*, however, is a precise, painstaking, exacting exercise in repetition and memorization, because as it turns out, there is only *one* correct set of tasks and only *one* correct order of operations. So what seemed like a thinking man's game has become basically a debugging exercise. *sigh*.
Wait, so I can pour cement mix and water into the bin, but I'm too stupid to find a random stick to stir it with? Well, I guess I just deserve to effing die then.
@Turion34 and @Aurell1 Turion, that's good info, but this isn't explained by the game itself anywhere. You have to just sort of luck into finding it out. Aurell has a good point. The bank limit for any given town level should be increased to enable the purchase of every purchasable item at that level. That's just sensible game design. Don't down vote the guy for pointing this out. He has a valid point.