Upgrades seem not to be purchaseable. It is still enough to get the badge of the day. However, even if it is just today, that should not happen. 1/5 until I happen to stumble over this game again and it works then.
That component introduced in level 73 was quite tricky to learn. It redirects the current to the opposite end from the input, but it also remembers its state and continues to output even when it does not get input any more. Until then, puzzles were solved by clicking the switches one after another to the correct configuration but from then on, switches may have to be deactivated again to solve the puzzle. Additionally, you have to pay attention to the switch activation order so that those things do not "remember" unfavorable inputs.
So please, we are all traumatized by bad games that just do not work as expected, talk to us through the game (or the description if it can't be helped) and win our trust by disclosing which behavior we can expect ;).
This goes as well for the monster mode button in the level select screen. At first I thought it cleared all my progress without confirming and was about to give a bad rating :/
Oh, and it's "intelligent people" in the description...
Well, it runs^^ Some suggestions for the next steps: Moving up and down does not make sense in a shooter like this beyond certain bounds, especially outside of the view. As for the shots, you either have to set a delay on when two subsequent shots can be made so that the player has to aim instead of spamming the space key, or you implement an accuracy modifier so that the player can choose between simply advancing or going for the high score. And please fix the description, you move with WASD, not with the arrow keys.
Sorry to (having to) point that out, but naming the character "Evil Zelda" is wrong in so many ways. First of all, the name of the guy in the Legend of Zelda series is Link. Zelda is the princess. Second, the dark version of that guy is "Dark Link" or, in some cases, "Shadow Link". When you go that far as to steal characters to hook some fans to your own game, please do at least some research._____________________________________
@Gnoccosaurus:
Escape game logic^^ Basically, you have to find three of those eagle's heads and put them into a panel with three holes. The other two are from the box and the key combination safe. You get the icons for the box's colors from symbols matching the respective color hanging around in different rooms. You get the key combination by litting the four candles (after you found them) in the first room, leaving the room and then go back and examine the candles again.
Starting with the second claim, you can get items for either destroying buildings (not the resources beneath) or obstacles. You can purchase these items randomly from the trader (his parents should be ashamed for naming him "default") or as a random drop from the spy UFO.
But please, make it a orbital laser vaporizing the unwanted object instead of just removing it, that would be so much more satisfying :)
The goal was to make a game that was hard, but fair. To me, the most important part of that is to ensure the controls are highly responsive and allow for very precise control of the character. Hopefully they are up to that standard and it makes for an enjoyable challenge.
I do not know if I missed something but the gameplay leaves much to desire.
The dark ghosts pretty much break the game by moving far too fast for a player to react and avoid and bringing instant death. I "dropped out" of the tutorial because of the first dark ghost there and instead of repeating the segment, I landed in the first level which was very confusing. If this was intended, I can only state my opinion that this is a very bad manner to "complete" a tutorial.
Recharging for staying on the light side takes way too long and moving around in the dark side is too dangerous because of the dark ghosts. Moving slowly seems to use as much as energy as moving fast. For a game that is about exploring, it is more punishment rather than challenge. At the second level, there was a barrier that required me to go dark, but behind that barrier was a dark ghost killing me at once, leaving me with no motivation to continue.
This could have had potential, but sorry, no.
Admittedly, the 4 digit code was quite hard to find and would definitely have been quite a nut if this game was more complex. But it was fun as it is :)
However, the ending screen has a typo, please replace "Fianlly" with "Finally".
That one was quite big but fine.
However, it was a bit confusing that some puzzles did not even accept obviously or guessed correct combinations until you viewed the hint to it. The K10 was especially obscure since you could easily recognize the hint without clicking on it.
Also, you should make hidden areas detectable with the mouse pointer or mark them otherwise, because that one contained quite a bit of trial and error.
The smaller ships are quite bugged, they do not home to your position like the bigger ships but always fly straight to your starting position and you even lose health when they explode by themselves at that position.
I only noticed at the second playthrough that you are supposed to fly upwards to even see the boss, at the first playthrough I just shot the ships flying to me until they stopped appearing. Either the boss should get to the player by himself or the player has to be moved or at least notified where he has to fly.
Nice little game^^
Two things, though:
First, the exit button in the title screen does nothing, you should somehow hide it when exporting to web ;)
Second, the German plural for "Stein" is "Steine" and while addressing the user with "Sie" is common within other applications, most games address the player in the "du" manner: "Gib ihm 25 Steine im Austausch für eine Kokosnuss"
Thanks for playing! There are some tougher puzzles on the horizon (chapter 11 has a rather tricky one), so I hope you'll tune in for new episodes as they're released!
Nice little game. I have a bit of feedback, though:
The "A" command for soil without plants should be "Plant" instead of "Water". Watering soil without plants makes not much sense (in this game) and at first I thought I could not plant anything to a place where I already grew something.
It would be nice to see how many months every plant needs to grow for I almost uprooted my first corn that I started to grow together with other stuff.
The energy bar was a bit pointless for my taste. It is enough to tend to 3/4 of the field and you never need that much space. The winter is nothing but an element that can just screw you up, but there are actually plants that need the change from warm to cold to warm to grow and thus have to be planted right before winter. And some plants grow better when certain other plants are near it. If you ever plan to extend this game or make a similar, more complex one, keep in mind that one can do much more things ;)
Thank you for your feedback! I will add more information to description so that people are not misled. And next update will contain information about how much time each plant takes to grow.
Thank you Deathsmith2!