After the last update, the "break-in" system doesn't work properly anymore. My primary car already have some 100/100 parts (not all of them), and sometimes (25-30%) I don't receive a break-in unit increase after completing a race. My second car doesn't have 100/100 parts, and doesn't suffer this issue. I suppose that some break-in units are wasted in the already completed parts. So I suggest to avoid concentrating in the most powerful parts until the bug is fixed.
Levels 10 and 12 are very hard (12 is almost impossibile: you have to guess the PERFECT layout). Instead Lv13 is a piece of cake (also on hard). It's disappointing. So, please, make Lv13 harder, especially on hard.
I checked again, and the issue its still there. The only explanation is that it's directly related with my old browser and/or my flash player. Sorry for making you work for nothing. Anyway, by farming Herps I can still play. Your attention as a developer is admirable. Thanks.
Little mistake: The Voodox is marked as che "nocturnal"mutation, but ist affected by its own "nightfall" (and the Flashrat should be immune to nightfall considering it has a flashlight sticked to its back ^_^ (not checked)).
The "my dudes" page scrolls properly only if you have one dude in the third columun of the last row. So, for anyone having the same isssue: capture some Herp or Derp until it starts working again, but remember to release the additional ones as soon as you capture another dude that you want to keep (WITHOUT CLICKING THE SCROLL DOWN BUTTON OR IT WILL SCROLL UP MAKING IT IMPOSSIBILE TO REACH THE LAST DUDES).
Bug (meybe?): Third Eye (Eye's ability) lower accuracy instead of raising. At least, the icon shows a poited down arrow; maybe it's only a graphic issue, but it still misses a lot.
The my dude page now scrolls properly: good job!
@ Developer. Another idea that came to my mind: If you can't solve the My Dudes page issue, you cant avoid it by adding the team composition box, the "remove dude from team" and the "release dude" buttons to the specific dude page; this way, by unlocking the "browse currend party" option the player conld be able to fully manage his team and dudes. It's not optimal, but it's a viable solution.
BTW: remember to leave a update news for the players when you update the game aftar solving these issues (hopefully).
Except those few issues it's a 5/5 game that really deserve a bigger sequel.
About the limited My Dudes list: I toyed a bit with the game and I have discovered that the list scroll properly if I have 35 or less dudes; I soon as I capture the 36th dude, the list stop scrolling belot the 7th row, with the 8th barely visibile but still selectable, but the 9th not reachable. @Developer: if you cannot find a way to solve this issue, you could try to widen a bit the box (from the actual 4 columns to 5), maybe reducing the right part of the screen; this should reduce the issue allowing to keep 9 more dudes.
Another bug: on top of the lighthouse I used a Rawl to with the book. After I discovered that the Rawl (a green one) received a new mutation I reloaded the game to get a better Rawl (I usually sacrifice the green ones for actions), but then not only the book action had disappeared, but tha Rawl did not have the new mutation anymore.
Found a bug: the My Dudes page don't scroll down to the bottom of the list: it stops scrolling at the 7th row (the dudes in the 8th row can still be selected but they are almost completely below the box). I have more than 32 dudes, but I can't select the last ones.
Sometimes, if I reload, the bug disappears for a while, but it reappears after a few battles.
PART 2- The student sorting system is useless: now I can only see 4 students at the same time, only half of the old game. To find the ones I need for a quest, I have to scroll all of them (it's hard doing it with 20 students, I can't imagine doing it with 40 or more). Please reduce the size of the info selection bars (the ones on the left) to the little image of the student with name on top and class and level on bottom, so we can see at least 16 of them at the same time. And please add the option to hide (or highlight) specific classes, so I can find the student I need in few seconds. Finally, during tactical missions, students simply charge at the enemy. There is no tactic at all. You need to add an option to chose students' behavior between ACTIVE (attack mode) and PASSIVE (follow the leader and ignore opponents), so we can order a tactical retreat. To sum up: the concept is good, but you need to make a lot of changes to make this game playable.
PART 1 - I really loved the first one, but I have to say that this sequel is a disappointing step down. I can't even consider this a complete game, but only a rushed beta. Even not considering lagging, crashes, and bugs, there are huge conceptual flaws. As others already stated, there are no info about mission difficulty, and Jeanne advices are often plain wrong. You need to solve this issue ASAP. I understand your idea of a "real time" management game, but it's not realistic. It can work with 8, maybe even with 12 students, but if you have more, there are simply too many things to take care and too few time to do all of them properly. Now it is not a "real time" management game: it is a "race against time" game. There is the absolute need of a ACTIVE PAUSE that allow the player to think about what to do at his/her own pace.
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