I remember the 1st episode as being less railroaded, less arbitrary, and less dependent on chance (spinner for a clue -> good thing there are already walkthroughs). It was also a lot more fun than this.
Must be nice being a demon. 100% hit rate, immunity to bombs exploding next to you, lots of colleagues to hang out with, and no need to carry cash, because in the rare event that some invader kills you, you wouldn't want them to benefit from your death in any way.
"Oops! There was a problem logging you in with your Kongregate account! Please try again (etc.)" Also had this problem. Unsurprised to see it fixed by making an exception to allow cookies from realmofempires.com
Just had an enemy get stuck behind the upper 'island' while offscreen, in 2-3, making it look like all enemies were dead but the level was not ending. (I know this was the case because it eventually wormed its way out where i could see and kill it.)
A few realizations from my 3rd playthrough (combat-based this time): Best as I can determine, enemy fleet strengths depend on only one criteria: "How long has it been since this fleet was last obliterated?"; The Crystal enemies are both weak, and drop items less valuable than fuel.; Lastly, experience gain is quite fast up until your 18th skill point gain, which generally happens within the first 40-50 turns. After that, rate of experience gain may not halt, but completely drops off a cliff, and you'll probably never gain another point for the rest of the game.
Is there anything particularly worth doing in the Hostile Area? I mapped out the whole place looking for a courier destination (turned out it was some edge outpost i'd somehow missed). I was set up for trade and fast transit, so I avoided battle... But, is it possible to capture hostile bases? Otherwise, there doesn't seem to be much reason to go into the Hostile Area.
One thing that's nice is that even when a slider has 2 (or more) of the same correct letter, both/all of them work towards completing the puzzle. There are too many puzzle games that end up with multiple solutions, yet only allow an arbitrary one of them to be "correct".
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