Great game! The level of difficulty was just right and I liked the characters. It felt less sinister than AMOC but, like Heimlich, I have a bad feeling about what's coming next. If I could make one suggestion it would be to reduce the space for the Meta-matic/Heimlich section of the toolbar (there are only those two things in it, and they could go one above the other) so there would be space for two more inventory items per screen, meaning a bit less clicking back-and-forth to see all my items. P.S. I still want that axe :(
I understand why there's no erase, even though lots of people ask for it... it would totally change the levels and reduce the challenge in a not-good way. I kinda understand not being able to change the speed, too. But I definitely definitely think a pause, or click to start the sugar rather than have it start automatically when you're not ready, would be a big improvement. That would make it more relaxed, more fun, and help us to think through the possible strategies which I think would also *reduce* the need for erase & speed up, because we could put together a better path in the first place.
When I saw this appear, I went back to pay the other two first and I'm glad I did. It makes all the difference that I care about exploring the story rather than just pointing and clicking just to get through it. I like the way we're finding out about the characters as it goes on. By the end of chapter one I genuinely wanted to find Daphne. It was a good decision to avoid the irritating pixel hunting by just showing the interactive items. A few typos and grammar issues but it doesn't stop this from being an absorbing game. I'll keep an eye out for the next one!
@leekiboi (and others saying that there's no way to upgrade the warehouse further) - there are upgrades in the lab and managers in the office screen that can be purchased (the ones that boost resources & stock) which increase your max stock. So you'll soon be able to even if you can't now. Plus there's another update coming apparently that will help with warehouse limitations. I personally don't find the limited materials all that bad, it gives a reason to come back regularly and to keep resetting for progress. I think maybe some people aren't resetting (moving towns) enough - you should do it pretty much whenever you can afford a new manager or when you move up a personal level.
It sounds like some people are having problems with drafting not drafting enough. I have the opposite problem - my military is drafting EVERY citizen, whatever I set draft % at. Since drafted citizens don't increase birth food cost, my army just keeps growing. Something has gone a bit wonky with population assignment in general; there are a lot of strange things happening. I logged on to find that all of my population had reassigned themselves to food (0 working on everything else) but when I check the auto-assign, I have "nothing" selected. I do really like the new update in general, but definitely a few bugs to sort out!
I don't mind the fact that it's similar in style to Kingdom Rush. I think the strategy is different enough through theway the units work, the town upgrade system (which I really like!) and the different level objectives to make this game unique and intersting. There are however places in which it is VERY similar visually to KR, which is probably a bad decision because it's just going to make people judge this as a KR rip off. Anyway in itself it's a great game so far - close to a 5/5 - but, like others, I'm disappointed that we don't seem to have access to the whole game here.
1x1 units to fill up space ( that I've found so far): bench, news stand, lamp post, hydrant, toilet, police box, tardis (not surprisingly same artwork as police box!). Other useful space-savers are station (2 wide, 1 high), and monument and tower (both 1 wide, 2 high) if you end up with an unusable space at the edge. Zoo and Maze both have big footprints using few letters and using up awkward z tiles, if you need to generate more letters to use.
Do read the instructions and tips (press Esc to access them through the menu), they're useful. I've found several single-square units which are good when you run out of usable space, but I eventually ran out of letters before I could fill the screen that way, so I guess I need better use of space next time! Really nice concept, overall, it's great to see a different style of game for a change :)
The price scaling has not been "broken" in the update. It has always worked that way - each business has a different price increment for the next purchase. If you weren't aware of it pre-update it's either because you didn't get that far before, or you didn't notice it because of the number formatting (which has now been fixed which, btw, is great). I like the update. There are a few more issues still to resolve but gameplay has really been extended. Looking forward to more in future!
I don't know if this issue remains later in a game, but you can get stuck in an endless battle because your character just repeatedly heals rather than atacking. I only managed to get out of this by using a potion so heal was not triggered, but if I'd had no potions I could have been there a very long time. Would be really nice to be able to toggle spells on/off by clicking them. Also I'm going to echo everybody else - autosave feature definitely needed!
They kind of went down the launcher-game route with this one. As launcher games go, it's OK, but I think fans of previous infectonator games would (like me) have been hoping for another one like those. Also, I actually get a little bit of motion sickness when it's going really fast... it helps to focus on the character I'm controlling rather than watch the other things whoosh past but in doing so I miss a lot of stuff. Maybe this is just me though!
A fairly nice game, it's probably really fun on a tablet, but the controls are horrible to use on a laptop with all the clicking and dragging. I could play much more strategically if it weren't so cumbersome, for example switching canons around and dragging them into the middle for reloading at appropriate times during play. It's just too slow to use those features effectiely most of the time. Changing the interactions would help hugely, or even just adding some hotkeys.
Finding clock parts isn't actually a pixel hunt. From time to time the pieces twinkle, so if you're stuck, just go to each area and watch the screen for a few seconds and you should see something sparkly where the clock part is.
I really do want to help Monty find a girlfriend, but please don't release a sequel without addressing the main issues: (1) mouse going off the screen messes up your flight; (2) field of view too small; (3) many of the upgrades (especially boosts) don't help much; (4) no radar means that you can't control what you hit at high speed (regardless of skill level or upgrades); (5) double-click to use special is clunky. The mechanics need tweaking, the upgrades need rethinking. Some totally unique upgrades that would bring another dimension to gameplay would be good. Everyone loves a good launcher, so it's worth investing the effort to make a good sequel.
I was pleasantly surprised by how many things the AI understood, but got frustrated when I couldn't get it to understand when I was trying to confirm that I wanted to escape. Would definitely like to see a larger-scale version of this game :)
Loved it. It's all about the story rather than gameplay, but the story was brilliant. I really wanted to keep playing to find out more, and anything that makes me really want to keep playing is a good game. It's great to see something interesting and original. Thanks!
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