Played for a little bit and like it so far. It's too bad the Kongregate crowd nowadays likes idle/clicker games where you don't have to think, so tbh it'll probably get underrated here. One thing that could (maybe?) easily be tweaked: right now the text seems really grainy and borderline unreadable at the resolution that's being displayed, but if I zoom in to 150% using my browser's options it looks ok, still a little grainy but readable). So I recommend changing either the font or the game's viewport size.
OMG, it's the sequel to Manufactoria!!! Instant 5/5 and favorited, even though there's maybe some more polishing that could be done. Suggestions: 1) I would like a way to select and move large areas of parts. 2) It places a part when I click the button at the beginning of the level to start and it shouldn't do that. 3) Maybe let people change what type of box they're placing by clicking on the box types on the side, and having an option to select an "eraser" instead of right-clicking. 4) When I first started playing, the goal of the level wasn't clear, so maybe put the objective in the box appearing at the start of the level or make the text at the top of the level more prominent like with a colored background. The game sometimes doesn't respond to clicks, but IDK if that's just me or something other people have seen or if it's something that's fixable. Oh, and is there a Malevolence Engine?
*Sees the update saying that some enemies were nerfed* Um, could you un-nerf them, please? The battles seem pretty trivial to me, especially once I have decent speed...
Thank you for your feedback, we did a quick fix since many players had difficulties with this, but we'll work on finding the right tuning for the game in upcoming versions asap. Thanks for trying our game :)
As far as point-and-click games go, this one seems to have more depth than most and isn't as focused on collecting random items and using them in ways that might or might not make any sense. Instead, it depends on the player noticing lots of little things and following up on all leads to make the game progress. I wasn't able to do that without using the hint system (which I commend as a far better way of doing things than a video walkthrough), and I would recommend to any players who want to try to get through it on their own that you have an actual piece of paper and pencil or pen to take notes with. The photographic scenes were a two edged sword -- they helped make the game more beautiful than most, but also made it less obvious where there were multiple paths that could be followed which lead to a fair amount of mouse-waving to find out where I could go... that was particularly troublesome while exploring a ruined house.
Tip: It takes some grinding to get enough crystals to upgrade your units very much. You'll likely have to fail some missions, and collect crystals from those failed attempts, in order to level up (or else replay old missions). So if you're about to lose, DON'T restart or exit the mission - let it play out and get killed so you can collect the crystals.
I found out why the game was lagging horribly when I commented earlier, and it has nothing to do with the game itself... Kong had an ad on near the bottom of the page that uses flash and was crippling it. Lag was gone after changing settings so Flash asks before running anything on the page, and then just running the game. So the game itself is fine.
Like plantlord1, I'm getting crippling lag in either chrome (with pepperflash disabled) or IE. Using Flash 16. Tried both Kong and the sponsor's site. Graphics are set to low, and after lagging through the first level I was able to turn shadows, text, and effects off but it's still slow. Windows8 os, reasonably new but low-end-ish laptop, not many windows open. Even at the Dojo site screen in the intro, graphics are clearly lagging behind the sound of shurikens. So I won't rate the game for now.
I wonder how this got up to 4 stars? Usually thegames8 can only get their games' rating up to 3.5 stars before real humans see it and flush its rating down the toilet. I guess their bots might be getting more sophisticated.
Interesting controls: apparently you click on the sword icon to send out guys with rifles. The game mechanics so far seem broken -- spam swordmen that are actually armed with rifles, click on every tunnel you can (every one that gains >0 for its blue number as the level progresses), and hover the mouse over the enemies to trounce the game. Maybe strategy comes into play later on, but I'm not going to play that long... not sure why I bothered starting a game from Games8.
Please provide us with a link to the agreement that belugerin made allowing you to rip off Massive War, which he uploaded here on kongregate on June 8 2010. Or from BubbleBox, who were the actual sponsors, which you completely removed from the game. Otherwise please stop stealing other people's games. The original game is still even on Kongregate for crying out loud, you can search for it in that box in the upper right of your screen.
Very sub-par for this genre. The characters are drawn poorly and have choppy movement. "Squads" of soldiers that you summon look more like there's one unit plus a slightly offset redrawing -- it would be better to give soldiers in a group random position offsets, both vertically and horizontally, from each other, as well as not make them not walk in precisely the same phase in the walking animation cycle, to make it look more like a squad. The screen shaking doesn't evoke excitement or a sense that a major battle's going on -- it's just annoying, and some things shake while others don't like the plants. Archers are dumb because if an enemy is closer to them than the area they target, then they sit there shooting over the enemy instead of adjusting their aim. I can't really explain this articulately, but something about the pace of the game just seems "off", regardless of whether it's on speed 1, 2, or 3.
If you're really bothered by the small window size I guess you can change your monitor's resolution to be 800x600. I guess the small viewport that's programmed in now would make the game playable for people with low-res monitors, but being able to pick a resolution in-game would be better. I think window sizes have to be pre-defined before a flash file runs, but maybe you could make a huge viewport and then let people adjust the actual display area that the game uses within that viewport after it starts?
I continue to be baffled by how a game that requires essentially no skill or strategy, where you just grind it out replaying each level and gradually upgrade stuff until you've upgraded enough to "win", gets such high ratings. I guess at least it's polished for what it is *shrug*.
Thank you for your feedback, we did a quick fix since many players had difficulties with this, but we'll work on finding the right tuning for the game in upcoming versions asap. Thanks for trying our game :)