Nice take on the hacker genre .. though I feel that a bit more effort should have been placed on story telling .. for example what exactly was the connection with the kidnapper ... I can sort of piece together something playing both the pay and hack endings ... but still feel as if many questions are unanswered ....
Biggest issue I have is that you can't turn down contracts or at the very least abandon them from your list. ... Other than that though not a bad game :)
I must admit I like the concept of this game and its story line...but what I dont like is how it follows the typical Failbook concept of forcing you to add friends...Granted I understand the need for publicity, but wouldnt a simple like/+/thumbs up be enough? after all Kong/facebook make it public knowledge for you that you play/like (I find myself using alot of /'s here) the game anyway.
Well I guess I didn't play long enough for the token deal to be an issue (though it is annoying to see this here...This isn't FailBook) What turned it away for me was that your forced to hire extra workers right off the bat...Was kinda hopin to make a specialty weapon shop with my first black smith. One would think that for a small business to flourish it would initially specialize in one type of product and make a profit from that before expanding into other areas.
RPG element needs some refinement...maybe have experience given per kill rather than collecting xp orbs with xp gradually reducing from the easier enemies at higher levels (I.E. at lvl XX easiest enemies bottom out at 1xp until level cap and so on) attribute lock is also very annoying for a player like myself that likes to max each stat and then move on to the next. Maybe in a sequel add in a component shop...for the most part though...definatly needs a progressing difficulty scale...maybe set as a new game+ type feature..beat one difficulty to unlock the next.
Thanks Gadrius :) we'll try to had the option to drop a contract in future versions