I went to reread the rules (honestly they don't seem very intuitive even if they are clever) but there's not a menu option, nor do the first few levels reprompt the instructions when you play them again.
Interesting game, but it is double punishing an waste of the developer's time to have the scenes have "hidden" keys and then switch from screen to screen like that.
Omg, what a punishing game. Normally picture finders feel rewarding when you notice something and click it, but this gets depressing every time I have to ignore something I found, or worst yet I click on something because it looks like something else and have to restart.
I've only finished the first 5 stages, but I think you have a great game here. The aesthetics are nice, the mechanics are simple and effective, and the game is accessible yet complex.
Given how little difference there is between the difficulty levels, I'm glad you had hard collect all the stars for a level.
Please consider changing the Description on the Fire Guard tower. The ROF is labeled "0.0" when it is actually "Continuous" with a Damage Per Second of something which I can't identify, unless its 29 DPS? You could list it as ROF 1.0 then. It would keep you from redesigning the tower label.
Good game concept with a few problems: annoying sponsor, on main map, game ark makes noise when audio is switched off, there is no option to leave the game running when I switch my focus to another window, and the mechanics seem too imbalanced. Even if you made the bombards more expensive, the repulsor is the way to deliver maximum output of damage per second because it hits all zombies on that floor. It should probably be changed to hit the foremost zombie, pushing and dealing damage for x.y seconds.
Really enjoying this, but bug.
After accidently clicking solve, I can't do anything else, I can't continue to investigate, though by clicking around the "bring it all together" disappear as if I could continue to investigate.
This is not a puzzle game. It is the game equivalent of being kidnapped by a sadistic sociopath.
Changing the rules after the player accomplishes something is punishing and frustrating.
I liked it....but I found it more frustrating that intriguing. Some of the object placements could have been better. e.g. You actually cover the silver key when you walk in that room.
I really like it, despite my general hatred for matching games. Better instructions and an undo button (or optional confirmation button) could make this game better.
A great addition for the sequel would be to put in an option where, if enabled, the game would check at the end of a battle to see if you lost any ships, declaring defeat if true. Kind of an "Iron" achievement for completionists.
Fun game, but its more reaction platformer than puzzle game. Level designs where the player is force to change color in a certain order, and possible require different colors to react to different situations. I think someone had mention red=fire, blue=water. Or even a stealth aspect where the enemies won't see you if your color matches the relevant environment.
a top down puzzle platformer, and well done at that. I can see this catching on. Personal preference would for a spin on this where you click the single dots to clear the walls, but perhaps for a different audience.
What a beautiful game. The representation is perfect, please don't change it. What makes it is the representative story. Adding sound or video will only distract from that.
I'm sorry most people here don't understand story writing.
This is a nice concept, but there are severe issues with the clicking interface, and I can't even reproduce the mathematics enough to learn how to play because the levels are always random.
My suggestion is to add a "tutorial mode" where it loads 1-5 preset problems, possibly even walks you through the first 1-3 so we can learn how to play.
OK the interface panel now appears as a popup when you mouse over the active buttons, hope this helps. Will see about adding a tutorial help system, will some basic prompts do the job?
The instructions are scant at best, and I don't understand what the scoring is based on at all.
Great concept, I'd love to play the game if I could understand it.
Yes, you are right. Instructions are scant. I just wanted the game to be understandable without translation. Score based on time for which you have passed a level.
Yes I did :)