After getting two symbols, I started to try every combination until I really thought about it and realized there was a puzzle I hadn't solved. And I was playing this to solve puzzles! Glad I stuck it out.
So basically at this point, the game's suggesting that there will be another 5 minutes worth of things to do at some point in April. It seems like smarter design would give me incentive to check in on a daily basis to manage something - at the very least, something unimaginative like a button to click on that would double the speed of progress for 24 hours. Rather, the game is quite directly telling me it has nothing to offer me for over a month.
There are some seriously diminishing returns on resetting for multiplier bonuses. At the beginning, you can go from 1x to 3x in a matter of minutes, and resetting immediately is a no-brainer, but later on, after hours upon hours of waiting, an 0.1x multiplier increase wouldn't actually make a reset pay off for weeks. Seems like it would make more sense to give larger multiplier bonuses for later achievements to make resetting late-game worth it.
I was excited to see a sequel to Strikeforce Kitty. Then the lag hit. If I was able to play it a consistently decent pace, this would be a great game. And by the look of other comments, it's not just my computer. Great concept, disappointing technical execution.
Thought everything was going to be gravy after finishing the arena and getting perfects in all the levels, but I'll be damned if survival goals aren't actually signficantly harder than all those bosses.
With the way the low-quality setting basically freezes the current DPS and calculates gain based on that, it's possible to juke the whole system by going into a very busy module, backing out, catching the game in a moment where the DPS is inflated while it catches up, and freezing the ridiculous DPS by switching to low-quality. I'm basically getting 10x the income I've earned by abusing the quality switch. Just because I like discovering ways to break things.
Took me a while to realize that we weren't dealing in millions and billions and trillions and quadrillions of dollars, but rather megadollars, gigadollars, terradollars, and petadollars.
Seems the animations just sped up at some point over the past week. It's a vast, vast improvement. If it's not just my imagination/some minor computer repairs I did a couple days ago, kudos for making some very necessary tweaks. It's much easier to appreciate the game design when it runs at a good pace.
Oh boy, I love upgrade games where even the jump between level 2 and 3 requires multiple upgrades and several retreads. I only wish the upgrades were more expensive so I could REALLY savor level 2.
Well, I could solve these the hard way, by trying to visualize the net folding into a cube every time I have to place a number, or I can note that the limited number of net patterns means that I can always find antipodes by recognizing patterns in 2D, and then god-mode my way through the rest of the game. I could teach anybody to be an expert at these in a few minutes. It's definitely a solid concept for the game's current length, but without adding some extra puzzle mechanic(s), I think you're going to be hard-pressed to use the concept as-is to create anything truly deep and challenging. I definitely enjoyed it, but I think 10 puzzles were all I needed to become a master.
Maybe have a certain type of special looking face where the number would actually be different for each of the different-colored nets, and the number that is shown is actually the total of those two? This might sound masochistic for people who thought these 10 puzzles were already getting hard, but I think something like that may actually expand on the types of thinking one has to use to solve a puzzle and make for a more challenging experience. I also like the idea a few comments down to have different-colored buttons along one edge of the interface to show/hide each net individually. It would work very well for puzzles where there are enough nets that the colors started to look similar.
The puzzles seem pretty straightforward when you identify the two ways to find a face's opposing side, and that's really the only way to determine a number as it stands. It's definitely an interesting concept, but I feel like I discovered every trick in the book before the end of 10 puzzles. Prove me wrong!
It's an upgrade game where I feel like my goal was to cross the finish line with as few upgrades as possible, and have no interest in spending the next week grinding out pops to get enough money to see what the rest of the upgrades look like, no interest in being ridiculously overpowered. I'm just happy to be done. =/
The premium upgrades essentially amount to paying not to have to play the game for nearly as long, rather than to extend the life of the game. This seems to be an admission by the developers that the core gameplay isn't as fun as we'd all like it to be.
Yeah, that's clearly the hardest challenge in game.