I liked it. I notice that 'on' overrides 'off' when there's just a connection between two wires, with no other component between them. Essentially this makes all random connections the same as an OR gate, so there's really no reason for those blocks to exist, other than adding a bit of clutter. Nonetheless, an enjoyable little puzzle game, hope we can see more in the future
So, minor complaint, the OFFICIAL PAGE button under the options goes to another page on the tab you're using. So if you click it, you'll have to reload the game. And in my case, since I checked looking for a controls list in the middle of a game, lose any progress you had in a round.
There really needs to be a way to check if a current condition is neutral, as in not faster or not weakened. As is, I have 2 skills that each buff a different stat. I want to use each skill whenever the buff it controls runs out. With the current set up, there is no way to do this... I can either set them to run on no condition, where only one of the two skills will ever be be used, or just set it to random and hope for the best. Please add this, it's becoming a rather noticeable scar on an otherwise well designed game.
I gotta say, I really liked how each enemy had their own, unique personality. You don't see many games today where the enemies are more than just targets. Also, that most upgrades give a slight graphical change. I dunno, it's the little things for me. Other than that, still a great game
well, this is the first game i died over a dozen times in the credits :P
anyway, control feels a bit stiff in the water (specifically turning), but overall i enjoyed it. didn't like the parts where you died by going where you weren't supposed to, it isn't always obvious. maybe color the area differently or something?
Good lord that was frustrating. But I guess the title makes sense... Anyway, underrated puzzle game, though some seemed kind of random and therefore were annoying to guess through, while others (like the + and H pattern levels) I couldn't figure out any real pattern, and only eventually got lucky. Still, kept me entertained, I'll say that I liked it. Also, why 39 levels and not 40? So much metrically nicer looking...
The problem, michan, is that the game IS boring. It uses no talent whatsoever to play, and the energy system only makes you wait to play. It's the same dirty tactics farmville and equivalents use in order to make people want to play (the whole 'want what you can't have' principle) and you end up sinking in actual money in the game to play, despite the minimal effort that went into it. The concept was a nice joking reference to the NES years, but that doesn't count for much.
Just thought of something. For the second part of that, you probably thought of that but didn't want to create decks less than 30 cards in size. So, how about you expand on the deck manager part to include a check to see if it's at least 30 cards in size and, with that, useable at all. if it's not, then you can still create the deck, but can't start a new game if that deck is the one selected. Also, this would let players temporarily create a deck less than 30 cards in size if they needed to do so for other reasons. Hope you like this idea. If not, still loving this game. Easily a 5/5, from balance alone. Free to play just makes this a favorite.
I have a suggestion for using the lab. Sorry if this has already been suggested and I haven't seen it, but if not, please consider this. When merging/upgrading cards, it can be frustrating to go through all of your decks and see which one's use the cards you are trying to use with the lab, so maybe show all the cards you own, but grey out ones in decks and then show which decks they are in with a mouse-over. Or, better yet, show all cards, grey out ones that are used, and then allow for them to be used in the lab. When trying to combine them, make text pop up that warns you the cards will be removed from the following decks with some confirm button. I think this would be much more efficient.
Hate to spam the comments, but here's one quirk I have about the UI. You click somewhere, move the mouse, un-click, and then it counts as a selection where you left it. I'd like it more if the click and in-click had to be in the same menu item, but maybe that's just me. Better than just click to select, but still makes me accidentally place something I didn't want to. Seriously though, keep up the great work, it's great to see the K community finally support you guys!
Excellent CCG, not even including the fact it's free to play. I find that almost everything is balanced. I especially like being able to choose a new hand at the start once with no penalty, more times for less cards. Maybe one more free re-pick wouldn't hurt, but that's not significant. Also, I would like it if it was remembered what deck you were last using, but that's only when you quit the game entirely, so that's not a big deal either. Really, the only problem in game play is that you have a limited number of ship spaces in the field, though nothing you can do to replace them. Perhaps some kind of ability or menu item that uses energy to reclaim ships and put them back in the deck, or destroy them freely. Other than that, it's somewhat annoying to get cards, since is based almost all on luck. Still, I'm glad to see that NULLL games are finally in the credit I think they deserve. Sorry this is such a long read, hope you can keep your ratings high.
Definitely sub-par as far as physics games go. The control seems to do what it wants, regardless of what you tell it to do. The color scheme is annoying at best, very basic, and the reset button is almost invisible. I didn't even notice it down there for the first few levels. To actually be constructive, a larger launch zone would allow for better control, which is a recurring problem in just about every level. Art in general needs to be improved, you have what looks like a lazily done powerpoint as it is now. As for physics, the ball is to bouncy. I can even manage to get past the fourth level, having to slip it through a narrow passage. What you have now could be useful for a platform type level, but for these levels, something about as elastic as wood would work better. Well, good luck