This game is all about maintaining overwhelming numbers. As such, right now, it doesn't feel viking-y, and there really isn't any comeback mechanic. Consider changing special abilities from "stronger per guy" to "stronger per dead guy". It feels more thematic, and allows you to come back from being overwhelmed.
These games would be amazing if I had a reason for doing things other than spam clicking. Like, an indication that there might be something in the locked box, or bathroom, would have been nice for immersion sake.
How to win the game in 4 easy steps:
Step 1 - Capture Westside Area.
Step 2 - Spam explore Westside Area 1.
Step 3 - Build an army of engineers and soldiers.
Step 4 - That's all, really. Fill your team with engineers for the money, then the only other use for people is buildings, which mostly requires soldiers and engineers. You'll find more materials randomly searching that you can ever use. The only thing that you really need efficiency generating is money. A team of twelve engineers, and I still barely make money fast enough to make a new building every other day.
If you're suffering from the same bug as everyone else with this game, when you're in the upgrade screen, spam tab and enter. It'll activate all the buttons on screen so, as long as you have the cash, you can activate all the upgrades and get the achievement (will display as 150 not 152, but the achievement still pops). Upvote, if this helps you get your kongpanion!
On level 25, you're able to push one of the buttons through a wall if you time your turns right, allowing you to skip the teleport sequence (yellow button, IIRC). It's a handy shortcut, but maybe an issue you should consider in design. =]
I'm not a big fan of these kind of games, so for people like me who just want the achievement: Don't buy anything until you can afford Extreme Star Shooter. Buy one of these, and upgrade Release Rate, Bonus, Lives and Fire Rate until you're between 20-50 DPS. Now wait until you have enough for Extreme Gardening. Buy this, but don't bother upgrading it. Grab a lawnmower, and upgrade Speed and Bonus until you stop noticing a change in DPS. My computer is old, and maxed out at 1-2K DPS, mileage may vary. Expect to waste 30-60 mins on this.
I absolutely love the concept of this game, but the controls really need some work. Really needs some better handling and a higher top speed. And a proper break. When precision is so key, it's important to have a break key, rather than just reversing to cancel forward momentum (and vice versa). Regardless, this is the first racing game I've enjoyed in a long time. Congratulations, and keep up the good work.
This is a really good game, but it makes the fatal flaw of not making the player the main character. As fun as it was being a side character in Lazarus' story, the player should always be the hero. Wandering around letting Lazarus do all the work and all the thinking is... well... kinda boring. Why did I even need to be there? Lazarus could have done everything without my help. Aside from that, it was really fun.
Got the badges, never playing again, voting one star, because this game is just bad. The combat involves no interactive elements, and the planning stages are made redundant by a lot of hidden math. I found myself sitting on mounds of resources that I had no way of spending or storing, while the tutorial told me I needed to build farms to solve the resource shortage. Everything is restricted by arbitrary level barriers. This game is just bad.
An interesting observation. As the original character, you can beat the game without killing anyone other than the doorman, the drunkard and the dog. As the second character, the exact opposite seems to be true.
Yet another game where I'm forced to choose a character based on stats that are never explained. What does increasing my Attack do? Is it direct damage? Chance to hit? What does increasing my Defense do? Is it damage mitigation? Or chance to dodge? What's the difference between Speed and Agility? Why give me a choice if I'm not allowed to know what that choice means? All these questions and more are never answered in this game!
The medium badge seems like a really weird numerical choice to me. Fifteen in game achievements can is really easy to achieve by completing the game, then completing the challenge for the first six levels. There's no overall completion badge, but it basically encourages you to play an arbitrary six levels after completing the game. Feels a lot like kong didn't pay much attention to the game when making the badges. Which is a shame. Because the thought that goes into the badges is usually so high.
Yet another game that ignores the importance of explaining what stats mean. The sword has an X slash and triple strike? Awesome! I have no idea if it's worth getting, because I don't know what that does, mechanically speaking. +40 STR? Brilliant! But I have no idea if that's worth the gold, because nothing tells me how STR works. Is it a 1-1 ratio for damage? Probably not, but I have no way of telling. Give me some in game documentation rather than the obnoxious compulsory tutorial please.
Picking a background would be a reasonable game decision if you told me what some of the stat bonuses meant. At this point, I have no idea how the game plays. What does intrigue mean in game terms? Not knowing these things makes a choice at this point entirely arbitrary. Would it really be so difficult to add in a tooltip that says "Intrigue does stuff" when you mouse over it? There's pleanty of small indie developers that know how to do this, surely this project has enough funding to be better than that.
After struggling with this challenge for a couple of hours (I am pretty bad at this game), I finally figured out you can just five star the first level over and over to get it. So much facepalm right now.
This game suffers with the same problem most point and click adventures suffer from. It simultaneously prevents me from doing things I should be able to (such as entering the fair before I know I need to go there, despite knowing where it is), while not guiding me in the right direction and giving me reasons to do things. It's simultaneously stiflingly linear and directionless. I'd love to see this improved in the next game you make.
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