@natedeath: I never used CTRL + click after a certain point. Much better to Shift + hold. Still a lot of clicks (have to click the card you want upgraded then back to purchase button), but far fewer than constant CTRL + click.
Like any good rogue-like, took a couple of tries to win against the final boss. Also love the tactics options. 5/5
The one thing I would add is a check for "no valid moves" on the first draw. I don't mind being penalized for drawing 3 pawns and not being able to use them, but I should be able to forfeit one action to re-draw 2 cards in that situation. Or something like that so it isn't an instant death sentence. It would probably be unbalanced if you could forfeit an action to redraw 2 cards at any time.
Also saw 1 glitch: one time when the crystal was being placed on the shop floor, its sprite teleported back to the top. I was still able to grab it on the tile it would have been on (one above bottom left corner).
Much as I like the Bonte games, I am getting tired of the "follow the path" puzzles. Each one was slightly different, but I think there were at least 6 of them in this one (arrows, line, dot, arrows on cubes...). I much prefer the "three pull cord" puzzle. Being innovative and clever is hard, but that is what I expect from a bonte game. 3/5
Also, games should allow people to "fail" and "learn from their failure." You don't need to tell us the bad possibilities as it is a game--we should be able to discover them on our own. Let the apartment flood randomly whether or not you get renters insurance and talk about those effects. Let the player make the risk/reward calculation over multiple playthroughs where they can try to avoid bankruptcy/having 0 savings. In fact, make it "easy" to go bankrupt and/or have to beg friends and family for money. Make it harder than real life so the lessons are learned better.
There is also a disharmony between the "simple gameplay/lifestyle that anyone who is interested can understand" and the "teach what real-world steps are needed to succeed" goals. The descriptions should be in plain language with hot-tips that go into more detail. You invest in your "company retirement plan" and have a link that describes what a 401k is (Note: not something that most jobs out of collage have anymore). People should not have a language/term barrier that distracts from the decision making.
I understand and agree with the cause behind this, but the "game play" execution is bad. There are no out-right bad choices and it assumes an idealistic life. What about the people who don't get any jobs? What about the people who decide to live at home instead of moving out? Why does getting a pet not cost money?
Belian
Sep. 19, 2016
Mechanics were good, but they never really did anything. I kept expecting the levels to get harder and combine mechanics but ended up disappointed. Most are around for a couple levels and then are never seen again. This feels more like a proof of concept vs a full puzzle game.
Mechanics were good, but they never really did anything. I kept expecting the levels to get harder and combine mechanics but ended up disappointed. Most are around for a couple levels and then are never seen again. This feels more like a proof of concept vs a fu
can't get past the 1st boss. think I figured out what to do: get out of the way then get on the "platform." But the platform glitches out at the edge of the box and does not take me to the top of the box.
This is not a particularly hard shooter... just upgrade and figure out when to use your bomb. I only died three or four times and felt I could do my upgrades at a pace that let me survive to the boss. Though it would be nice if 666 enemies was possible without that ultimate upgrade.
I like how New Game + put a different spin on things, but not enough for me to play all the levels again to see what they "really" look like. Could use a level select after you complete the game so that you can take the new gadget to any level and see how it looks. 5/5 for creativity.
It is not really that there are only 3 questions per game that is an issue here--it is that 2 of the questions will appear in the same "set" and the same art/entities are used many more times. "Hey, I just saw that item in that other image. It fit there, so it must not fit here!"
Definitely a mobile game. Progression is designed for 5-10 min play periods, pick-up-put-down gameplay, and longevity with no real goal. It does NOT work for a Kongregate game--I was board by level 13 classic. As part of that, the units cost WAY too much for how slow the gold generation is. If I could unlock units faster, I might not have gotten board so quickly. As it stands, this is a 1/5 game for me.
I agree with Elatar (Last levels either need checkpoints or you need to indicate what's the range of each 'magnet'.) or another idea is to slow the block down just a touch. I always seemed to be a fraction of a second off with judging the distance that the magnets changed.
The version with 80 levels will be available soon on mobile devices