Could do with more info on where unlocked resources are. Eg, to harvest 'ropey yellow things' you have to click on the upgraded 'log cutting' action, and inside the menu, they're there. On the main screen, when flicking back and forwards? They're not there. So, you have to commit to memory what resources are under which icon, or spend a lot of time hunting between menus on different screens to find the right place.
Starting to seem rather likely that the 'stay online' challenge was not thought through well, with the number of concurrent online players that would naturally mean. The servers keep falling over and staying down throughout this challenge. Perhaps rethink thge logistics for next time?
The eagle enclosure is unintentionally hilarious. After the first five enclosures, the game settles on copying the same graphics over and over for the enclosures, to save dev effort - the first five that are each distinct for their animals are obviously just to entice new players. After that, why bother? But when you hit the first of the flying birds, this low effort approach starts to shine. The eagles flap their wings and soar above their simple knee-high wooden fence (later knee high stone) that somehow magically keeps them in with no other enclosure necessary.
In game you don't give the player any warning about what event is upcoming. A pop up panel letting them know what event has been activated (but does not require extra input to acknowledge or close) would be a good idea. The event that swaps your left and right controls appears with no warning, and leaves with no warning, making it very likely the player will crash right at the start and right at the end of the event. They simply have no idea the start is coming, no idea when it will end. Likewise, the car throwing coins and the car throwing boxes use the exact same mechanic, and the player has no way of knowing which one is coming till they start to throw. Given that one impact with a box is instant death, the player is going to instinctively avoid the first few coins thrown from the car.
The fuel mechanic is better, but the basic game loop still needs work. Quite a few elements are unintuitive for the player. For example, the new tutorial panel. It defaults to show tutorial when you click 'race' which is good, but the only way to interact with the tutorial is to close it, which takes you back to the previous screen where you have to untick the 'tutorial' button then click race again to actually play. This is horribly unintuitive - it almost demands a tutorial on how to use the tutorial. For an actuarial program where a training day on how to use the program is provided, and where the right options have to be chosen to make sure the right data is input this makes some sense. For a game where the user needs to be able to intuit what to do next fairly quickly, it does not.
It's not a brilliant fix, but the game starts you off with 25 premium gems (buy more for cash) That is jusssst enough to raise fuel efficiency to level 4, which itself is jusssst enough to let you limp to the next fuel can if you do miss one - which is extremely easy to do.
Takes the game from unplayable to playable - just barely.
Hi there! Thank you for your opinion, since it's our first release we value comments like that :) We see that there is a problem with fuel and it should work differently. We posted new version of the game and this issue should be gone!
@Rodayan. From experimenting around with one higher levelled clover, and one just picked clover, swapping the just picked clover out for the highest generated clover every few minutes and upgrading 'less bad mutations' to see the difference, Less bad mutations seems to reduce the number of times the mutation has fewer varigated leaves than your original samples. In other words, you become more likely to get a mutation that brings you closer to the full colour of the next tier, rather than closer to the lower base colour.
@Chirrups: That method won't work. It doesn't keep the mutations when it generates them. They'll just scroll off the end, and be sold or sent to the museum (if you've bought those upgraes, if not, generation just stops when the store is full). This isn't an idle game you can leave idle. Instead, you've got to actually watch for the mutation popping up, and hope to catch it before it acrolls off the screen. An idle game you have to hawkishly watch all the time to win, isn't my idea of an idle game.
The fiddly control system is the game's greatest weakness. Jumping often becomes a matter of perfectly timing when to reverse direction in the air, even for the simplest jumps.
Only a single hitbox is present for the hand, so even if you literally just scrape the tips of your fingers on the guillotine, the game reads it as your hand has been severed at the wrist.
The addition of a limited number of clicks and bonus clicks for discovering sets, made this far more of a game than most hidden object/spot the difference attempts. You had to think carefully and plan whether or not to click that object or not, as depending on how many attempts you had left, collecting it could cost you the game.
Definitely a much more rewarding way of playing.
Extremely hard, yet extremely satisfying. A great many of the levels I need to revisit, and work out a better way to do them, but a great way to spend pretty much an entire evening.
Not the most enjoyable of MMOs. The extreme laziness of the translation means that the tutorial and the story are almost completely unintelligible. It is a capital sin when players who have run through the tutorial, are stillcompletely clueless about how to play. This is also in part because you complete the tutorial on autopilot, with your player character zooming ahead out of your control, and disappearing into a new area without even giving you time to see where they went.
It is a nice idea. I don't recognise the level, so you've created that from scratch, but captured the feel of Half Life in the later levels ofthe Black Mesa complex. However, there are problems. The first that leaps out, is mouse control is way too sensitive. You have no means of choosing mouse sensitivity so your viewpoint leaps around like a mad thing at the slightest touch. I could not find any way to purchase weapons once the initial selection screen closed. Other than those issues, it is not a bad deathmatch clone of the original Half Life.
It works well as something to run in the background whilst you work on other tasks. Once the sounds are turned off, you can watch a film whilst you wait for your 20 minute missions to complete.
I did find one nasty bug. If you are online at midmnight when the energy refreshes, it doesn't actually refresh, but skips it and resets the timer to the next refresh.
It's a great game. My only complaint is that I don't think you made it. Its not flash. That's a precompiled oldskool game from the 1980s placed inside a flash wrapper program.
Hi there! Thank you for your opinion, since it's our first release we value comments like that :) We see that there is a problem with fuel and it should work differently. We posted new version of the game and this issue should be gone!