The original game is fun, though pretty easy once you get the hang of it. The only levels with a bit of challenge were the ones with a little zigzag to the final design, which complicates the task. Still, between the very comfortable interface, the nice visuals, and peaceful music, they make an enjoyable few minutes. Quiz mode was a completely unrelated game, and I only played a few levels before deciding that these were much easier to recognize than real constellations, but doing so was not holding my interest. Pro mode lost the comfortable interface, some of the attractiveness of the visuals, and the music is less enjoyable when I'm not already feeling peaceful. So I quit that mode too.
Not a bad game. The difficulty balance seems to welcome free players, at least at my early level. The combat UI could be better. I decided early that with several skills to use, I wouldn't be able to use them strategically fast enough to make up for not using them as often as auto mode. So I turned on auto for the brute force of it, and started looking at something else while the combat finishes. The disciples are hard to browse. If I want to see my high level air units I can filter to them by unchecking the other three elements, but the filter isn't sticky. If I want to go back to the list of air units I need to uncheck the other three each time. A unified inventory display would be nice too. I keep winning things I can't use yet, so it just seems like they disappear until some theoretical future time when they might be helpful for something undetermined. It would be nice to be able to see everything, especially if it comes with hints about the items potential future use.
The only one I found really challenging was the angry bird, and that was because I didn't know that the protruding nose would keep the ball from dipping all the way into the paint. Maybe I just forgot from a previous Factory Balls, since no one else seems to have gotten stuck on that.
Graphics are polished, but the gameplay isn't interesting enough for me to even get frustrated by all the road-block pay-to-play stuff. Battles are dull, route choices are blind and therefore meaningless, xp gains are insufficient to play continuously forcing replay which is more dull than the first time. I did like the auto-duel button, but I'm not sure that says anything positive about the game. The core game really needs more to it if you have any hope of drawing in players enough to be willing to spend. And you should definitely let people get through the tutorial before having to wait for their water/energy to recharge. Not letting people get through the tutorial is like inviting them to leave.
I'm regretting levelling a few of the crew to level three. I have beaten level 21 a few times, and I'm giving up because I don't know how many more times it would take to buy the last ship upgrade. Is there a final level after fully upgrading the ship? I may never know.
The final battle is worth retrying. On my first attempt, with three fully upgraded ships of the line (discounting cargo, which wasn't upgraded), I got the ghost ship down to 700 hp with a combination of quick shots and hull shots (all dynamite). On my second try, the ghost ship got its concentration of fire way off, did all of my ships some damage, but I took it out without losing a single ship. On the third attempt (due to trouble with the badge), the concentration of fire was back on track but I took it out again with my last ship in decent shape.
Anyway, the lesson learned seems to be that in a close battle like this the random number generator makes a big difference.
Decent game, but it has execution efficiency issues that become problematic toward the end. Add to that, the final challenges were of the kind where you can only walk away and wait for the money to roll in. Frustrating when the game is thrashing and running in slow motion. Starting new territories, I was often frustrated waiting for money to put in necessary infrastructure while the previous cities' shops were sitting on enough millions to win the game. The transfer function was far from generous, and the only time a transfer was required by a game challenge, the required transfer was backward into a completed city.
This game is generally called Kenken. There are a couple of sites online that have new Kenken puzzles daily - and harder ones than these (NY Times and kenken.com). If you want a more challenging puzzle (and one that doesn't do the match for you), check out one of these sites.
Neat game. I think the difficulty jumps are a little abrupt. I alternated between periods of conquering city after city is a mad rush with periods of not being able to conquer anything, scrimping and saving for the next round of upgrades. I generally had to buy the Corporate Capacity upgrades before my income was high enough to *quite* cover the increased salaries, so I had to wait around for a few days to generate a nest-egg, take the upgrade then spend all the money allowed to upgrade my marketing and fill the gap. It would be helpful if hovering over the Corporate Capacity button told what the daily expenses will become if the upgrade is taken. Early in the game I ended up with a *major* deficit situation because I thought the increased salary would only apply to my new hires. Also, if you've hired all the employees that are currently allowed, the only way to figure out your employees' current salary is to count your employees and divide your daily expenses number.
I agree with other comments that level 10 is definitely the hardest - not level 11 or 12. From what people said about it, apparently people found a wide variety of ways to solve it too! One person suggested starting with the left light so you can jump to the start position after (I started with the right), and another person saying that they actually used recursion (a function invoking itself) - which I never would have guessed would work in this game - not that I tried.
I think it's a bug that the envyometer drains almost immediately as soon as the window you're looking at goes out. By the time I pan to the next window I'm lucky not to be starting from scratch. I'm giving up now even though this is the only thing between me and the Mardi Gras challenge. Maybe it's just a Mac bug? Dunno. Regardless, this is the sort of game I wouldn't play for the fun of it anyway, and since it seems unattainable, I'm done with it.
If SOPA passes, a more likely result will be that Kongregate will have to either shut down, or stop accepting game submissions from unknown programmers and comments from players. If charges were leveled that someone (player or developer) posted anything copyrighted, Kongregate could be shut down until they prove in court that it isn't true. Nothing that isn't thoroughly vetted by Kongregate could be posted.
The "Junk" button is a great feature. It took me a minute to figure out what "junking" items actually did, but it was great to be able to drop items from consideration. I also liked that new items appeared at the top of my inventory. I took a while to figure out that items that DON'T appear at the top of the list are ones that had already existed in my inventory, and longer to figure out that new items that didn't appear in my inventory at all had been junked because I had junked a matching item.
I probably would not have chosen to play a warrior if I had realized that I would have only one teammate throughout the game and that he would be a warrior (for diversity). I did find that my character ended up much stronger than his partner because the automatically-selected updates were not always well chosen. The NPC chose a number of nice special move abilities, but didn't have enough points to use them all, and lagged behind my player character in both offense and defense.
Very fun. We've been seeing a bunch of gem-swap match 3 games recently, so the row-sliding style comes as welcome variety. The "gotta match em all" achievement seems a little off. I fulfilled the requirements of the achievement, but I wonder if having all 24 matched tiles be of the same type is an unwritten requirement? Mine were 16 of one kind and 8 of the other. I don't want to fuss with trying to get 24 of one kind in one move... so the mystery remains.
After 50 jumps I've decided that the easy badge is not worth my time, let alone the BotD medium. People are suggesting that the "trick" is to make perfect launches, but there's no explanation of how those work and I haven't accidentally managed one. (I made the guess that you're supposed to stop running when the first gage is dead center, and start pressing up when the second gage is, but they both fill nearly instantly, and I haven't gotten close, so no testing that theory.) Maybe once you have monkeys and a big yellow bat to hit them with this game might get fun, but I'm no longer interested in grinding long enough to find out.
This game starts out fun, and starts to slow down. I got as much good play time as I might have from some very nice, shorter games, so I'd like to feel that I enjoyed the game. The problem is that it's hard to describe an experience as positive when it ends with frustration.
This type of game is, in the end, designed to frustrate players, and almost all will eventually quit feeling frustrated instead of victorious. As the game play slows down, players who are willing to spend the money can keep the game playable longer, but as the game's challenges become more demanding, more and more cash is required to continue. In the end, the spenders, too, will quit in frustration.
Nice game! If the developer gets a moment, it might be a good idea to rephrase the skill Architect description. It currently says "Decrease tower build speed", which is hopefully the opposite of what this skill does.