The upgrade costs make no sense whatsoever. Right now, I can pay about 140 octillion to go from 500 to 600 oil companies, versus about 21 nonillion to go from 400 to 500 pizza companies. So those 100 pizza companies are 150 times as expensive, despite the oil companies generating 100 times as much profit per second. Was anyone actually thinking when they invented the pricing system?
Did anyone from Kong even play this before awarding badges? The game crashed *four* times on me before I got the easy badge. It's now stuck telling me to click somewhere where there's nothing to click and this isn't the first time it's done that. Buggy piece of garbage I won't be wasting any more time on. Since the "gameplay" mostly consists of clicking where the game tells you to, then watching a boring battle, I won't miss it.
Sorry but this is just terrible. You spend forever selecting tedious character stats while thinking, "Gee, all these decisions and I don't know what consequences any of them will have. I wish I could just, you know, play the actual game!" And, then, the tedious character stat selection is over and... er, well, I'm not sure what. You're supposed to play the game now, I guess. Except that there are no instructions or anything to tell you what you're supposed to actually do. And no in-game mute button, either. Nor any way to turn off the mindlessly repetitive music without playing in total silence. And it doesn't automatically equip your starting weapon. And... Gah.
This is an OK game but the interface is absolutely terrible. Far too much clicking is needed to do even the simplest thing. For example, in any other game, you tell your knight to walk up to sombody and hit them by clicking on your knight, then on the thing you want him to hit. In this game, you click the knight, click the square next to the thing you want to hit, click again to actually move there, click the sword icon and then click the target: five clicks! All of that is with the mouse but you can't scroll the map by clicking and dragging it: you have to hold down space like it's a shift key, and then you can click and drag. Buh? And shift acts like a non-shift key: you press it and release it to cycle through the characters. It makes no sense at all.
Well, f*** that. I can't win the game because I can't solve the most annoying rotating rings puzzle in the history of gaming. Maybe I'm missing something obvious but the pattern is so random that I honestly can't even see "Oh, I need to rotate that ring about a third of a turn clockwise." That just leaves spam-clicking until it happens to line up and then moving onto the next ring, but you can't do that because it keeps moving them at random. I'm actually pretty angry that you've taken up a couple of hours of my afternoon and then done a bait-and-switch into a shitty puzzle.
I'm glad that the new episodes promise "more fun". More fun is definitely what this game needs: I didn't find it fun at all. I'd estimate that at least half the time I spent playing the game was just sitting around waiting for the rotating platforms to be in the right place for me to fire, or making repeated attempts to find the sweet spots of various levels. So much tedium. By level nine, I gave up on collecting stars and just got through each level as quickly as I could, for the badge.
Sooooo sloooooow. I found this really tedious to play, sorry. And then I die all the time because I've known what my next keypress will be for so long that I forget to actually press it. I also found the maze rotation direction keys really unintuitive: my gut feeling was always to press the wrong one so I think you need to add a "reverse keys" option.
Oh, I see. If there's a block over a target, that block is highlighted even when it has moves left, so you can always see where the targets are at the start. That removes the guesswork element but, like I said, it's not very intuitive.
This is a nice enough game but I don't find the interface very intuitive. For example, in the bottom right corner of the screen, there are two different anticlockwise arrows and it's not at all clear what they do. I guess one is restart level and the other is... er, something else. Also, in a lot of the levels, you can't see where the targets are because they already have blocks over them at the start. That means there's far too much guesswork involved. (OK, some of it can be very educated guesswork based on "The level would be impossible to finish from here unless there's a target under that block I've not moved yet." Even then, I might have made a mistake previously that meant the level really was impossible.)
Meh. There needs to be a quit fight button. I'm fighting a guy who's put a mana leak of 12 on me, and resting only regenerates 10. I'm out of mana and I can't generate any more by resting. My opponent is also low on mana and keeps casting defensive spells, even though I can't attack. He's taking a few life points off me every few turns so my completely unavoidable defeat is taking for freakin' ever.
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