That was pretty hard. For players who are having trouble just jumping in and playing normally: try to think of some things you can do with your computer and mouse to make it easier if you want more of an edge and wouldn't consider it cheating.
Pretty addictive, nice and fast paced. I'd just recommend adding instructions saying that you can hammer blocks to break them with the arrow keys and that the goal for each level is to get all of the blocks lit. The only gameplay thing I might like to see added is an ability to break blocks going sideways while jumping, but I've still only played it for a little bit so maybe I'll eventually figure out how to play more effectively without it.
My biggest recommendation: I sense this may be going down a path where the key to win will be to rack up gold quickly enough to upgrade your units faster than the enemy, and whoever upgrades the fastest will end up winning. I’d suggest avoiding too linear of an advancement, and having different units with different characteristics be useful in different situations. Sorta like in games where sometimes you want an AOE attacking unit if you're facing dense swarms of low-HP mobs but that strategy would fail against fast-moving units coming in a steady stream, or having units that hit for high damage if you're up against tough mobs but would fail if you face a lot of weak mobs and are doing overkill damage. There are probably lots of ways to set up units with strengths and weaknesses where different strategies are required for different levels (freezing, poisoning, mind controlling, etc) and the more such variety you can build into the game the better I think it will be.
Overall a nice game. There were a few minor glitchy things -- in levels with T intersections the kids would sometimes take a wrong turn at an intersection and then walk over non-path terrain to get back on track, and a few times a cartoon scene wouldn't show up (when I first loaded the game I got a white screen had to reload the page to get it to start, and the end game scene was just white and I went back to the final puzzle again and then it loaded fine, on Chrome). None of those things affected gameplay, though, and it was a nice little game.
Apparent bug: In sewers level 4, I got a map that looked like it didn't have stairs going down after I explored the whole thing. It had a huge room at the top with warning rune doors which I cleared out, and if I click the auto-explore button it says exploration complete. I can send a screenshot if that would help. Also, rangers kick butt in this release :)
I don't want to give too much away in the comments section, but how would you feel about letting people know what message they'll see when they finally finish everything in the game? I get the feeling that a lot of people think they've finished the game when they really haven't.
Coincidence that Soggy Bunny sounds a little bit like Sokoban? I think not. Dun dun DUN!
For real tho, I agree with the other dudes -- these fairly simple game mechanics could open up a lot of possibilities for level design.
I'm on level 22 right now and so far think this is one of the best logic games I've seen recently. And I'm disappointed that people at Kong seem to downrate every logic game that I think is worth its salt.
This game knows some *very* naughty language, but the AI has been lovingly trained to never use such filthy words against a human opponent. (Should the computer ever play a dirty word against you, please let me know about it here!)
After I read through the comments and seeing the save files getting lost, I just kept my browser tab open from the time I started the game until finishing it. Good thing that I did, and that my computer didn't crash or anything during that time, 'cause now the save is gone from Firefox (although the Chrome session where I just did the tutorial level still has a save with a few gems from the tut). I agree with banni: this would probably earn a significantly better rating if saving weren't an issue.
Excessive loading is making it very difficult to enjoy, especially since only part of the game loads at a time and we have to wait for loading again between levels. How would you feel about doing like VasantJ and posting a link to download the game and run it from the desktop?
Holy hell!!! Go back and look at how many people completed how many levels of the original codroids levels with how many stars before you go and open this can of whoop-ass on us!
5/5 for posting a non-idle game on Kongregate. I hope the idle/clicker gamers here don't rage-bomb your ratings too much for requiring a brain to play.
It has a nice, polished presentation with good graphics and voice acting. But the gameplay itself isn't challenging, at least not until the last few levels before Nunez but even then it's not very tough. Maybe that's the way to make games for people who care more about watching a story unfold than about gameplay (like the idle gamers on this site), but I'd prefer more challenging gameplay. 4/5 for the excellent presentation though. And if you're up to making a game where the challenge auto-adjusts based on how well the player does (like adjusting the computer's shooting speed and accuracy), so everyone eventually meets a challenge appropriate for their level, maybe that's the way to go.
I like the concept. Since this plays sorta like an action game, if it's possible with this engine, my main suggestion is try switching from "give everyone one command per turn, have them execute, then issue another round of commands, etc" to "each unit is handled independently with a cooldown until their next attack, and when a cooldown finishes you enter that unit's command and play the minigame immediately; and be quick because everyone's cooldown (including enemies') is ticking while you pick commands" or at least make that an option. It would take players a while to get used to it and play effectively, but they'll just have to "git gud". Maybe also have minigames to block enemy attacks. I had lag in Chrome when selecting which enemy units to attack - sometimes it was non-responsive for a while before registering keystrokes, and that lagginess was detracting from the sense of action that the minigames had. Also Rory's hairstyle is pretty bad but that should be easy to change.
Hi, 3p0ch! Thanks for your feedback! We will consider that.