The game would be nicer if it wasn't so darn particular with what it accepts as a correct click... So far I've managed to fail eight times because I happened to click the correct animals just a teeny bit too far outside of its exact middle.
Way, waaaay too click-intensive for what is obviously intended as an idle game. As long as the quests are only 20 seconds long, it's fine. But then it just jumps right from 20 seconds to 2 HOURS? Why not have a gentler slope of, say, 20 seconds to 2 minutes to 20 minutes to 2 hours?
I'm surprised that this managed to get badges, considering the absolutely stupid amount of time that needs to be invested for the medium one...
Very neat execution; I love the different hint types. But it would be nice if once we've uncovered all the mines/all non-mines, the rest of the tiles would flag themselves automatically... A bit of the fun goes away with having to sit and mark 15 blocks by hand despite having technically solved the puzzle already.
Would be nice if we could summon the next attack; right now I'm just sitting and training/evolving dragons with excess materials, waiting for the various attack waves to show up so I can progress...
That said, pretty neat game. Would be nice with some ability to increase the odds of getting a 'missing' dragon in a set.
You know what would be awesome? An "automatically avoid shooting refugees" skill. I'd trade in my "spawn more refugees" for some agility training for those soldier guys, because, really, if one runs across the top of the screen in late game, then that guy will die from collateral damage.
It's a strange situation where getting through to the final boss is actually more difficult than the final boss himself... I didn't even manage to see his first form before my ship had turned him into mush!
Only annoying element is that trying to do a stomp on an enemy on a platform, you end up dropping THROUGH the platform, too... Maybe a powerup of some kind to prevent that?
You have to be accurate regarding how long your hold the drop down key. If you just want to stomp on an enemy below and land on his platform, just press the key quickly and release it.
Watch customer enter shop. Make entire, fresh burger for customer before they even reach the counter. Watch customer take ages putting down their order. Observe customer complain that their patty is cold. Next day, wait until customer has placed order, cook patty so it's scalding at time of serving. Observe customer complain about the wait.
I love the idea of the Kongpanions - finally a use for them! The only thing I'd love was if there was a minimum forward speed, such as 0.2 or something. It gets a bit silly with maxed bounciness, and often find your armadillo simply hopping up and down on the spot until you boost (that, or a 'stop current run' button).
My only complaint with this game is that after the first kicker, the other devices aren't as much 'kickers' as just 'guns'. Would have loved to see the last mecha punt the critter rather than just shoot it away in a cannon.
I've lost track of the amount of times I've accidentally and gleefully punted a suck-and-spit ball waaaaay off the side of a cliff after uber-careful manouvering to get the hat into the right spot and left my limbs scattered in strategic positions everywhere...
It would really, really help if we could turn off some of the effects. Alone the white gleam when I pick up something causes tremendous amounts of lag - especially so when I have the big magnet equipped and thus suck in everything but keys...
I would love half a second's worth of invincibility after getting hit - especially as you get knocked out of a jump. I hate getting knocked out of a jump by a flying skull, and then immediately land on a mushroom and a bunny and then I wake up...
You have to be accurate regarding how long your hold the drop down key. If you just want to stomp on an enemy below and land on his platform, just press the key quickly and release it.