Could the run be reset when the last blue bike is destroyed? The green bike is just following the best route run so far without any variation, nothing about its route is going to improve matters.
Getting to level three takes a week of steady gameplay. It may be possible to get the badge in less time, but definitely not with the 'few minutes each day' that Kong 'suggests'. Good riddance to this awful slog of a 'game', and I hope that everybody responsible for such an unapologetic attempt to sap money away from dumb players gets a splinter under their toenail.
Blatant sponsored badge. The aesthetic is finely tuned and yet awful at the same time, and the features are all copied straight from Adventure Capitalist (aka: a better idle game).
A truly unique approach with easy to digest gameplay. Five stars from me. A bit short and unbalanced, which is fine considering that it's still in development. Looking forward to more.
I think it would be interesting to see some magic in the game, in the form of splash damage (hitting the next enemy in line, or potentially even further at higher levels), and maybe even some armor for enemies. The magic would, of course, diminish initial damage values for the sake of spreading it out.
Good concept, bad game. The gameplay is bare bones, even accounting for how it's an idle, and the goals are unrealistic. 2/5, I didn't walk away outright, but I would not be inclined to play again.
Once you have Monks, one third of your build should be made of them. That's the sweet spot for getting maximum bonus without losing too much actual attack power.
I enjoyed the story, but not the game. After playing the game a second time using entirely different choices, I came to realize that the plot is incredibly railroaded. No matter your choices, the events that occur to you don't change, which defeats the purpose of those choices. By this account, I don't consider this to be a game. With no challenge or chance of failure, how can it be? Great story, though.
I found this game rather lackluster, honestly. 1. There's no effective difference between levels besides length. 2. Grinding is not fun. It exists to pad out play time. 3. All special attacks are functionally identical. 4. I would have liked the opportunity to appease the more easily angered villages 5. I'd also like to be able to review what each of my units is capable of. A page that lets you play back info that you've received seems an easy enough thing to program.
Hint: When taxing your islands, keep taxing until you see one or two baring their teeth. Then keep going until you see a black circle show up. After this, you can click twice more without them actually rebelling.
Fixed it. Thanks for notifying.