It looks shiny and all, but really hard to read on every single side. The "achievement" announcements overlap with the donut shops, making it hard to buy large amounts of them. While dragging the menus is nicer than manually pulling on a scrollbar, what was always really needed was mouse wheel support. AND the game ignores, on average, a third of the clicks - mostly for buying upgrades.
I'm sorry, but the only good thing I can really see about the update is the extra content, which was probably the thing that required the least of your effort.
Stamina or waiting required for looting chests, chests are the only source of uncut dice other than money, uncut dice can be spent to get stamina AND are obligatory for most of the content... Congratulations, a perfect circle of spending to drain money from anyone who doesn't pay attention. On top of that, while the combat is neat for a short while, it quickly turns into a boring grind, and catching monsters is hard even without the "capture dice" stage.. Actually, I think there's no player skill or even actual interaction involved at any point at all, anywhere?
Fun enough, but quite easy, even on extreme. The way weapon upgrades are done sort of... makes player skills a non-factor by the late game.
I approve of the bad-on-purpose cheesy plot, like the music and love the general art style.
Extra instructions of some kind would help - I found out by accident that autofire+mouse controls changes left-click from "shoot" to "bomb". It's a good thing, but didn't see it mentioned anywhere. A note whether addons stack would be nice, too.
And I still can't get the "complete all missions on normal" badge. Says 13/13, but doesn't update even after beating a level again.
The reason people are against the text speed here more than in the case of Ace Attorney is because in those games scrolling included sounds and was perfectly timed, giving an illusion of speech. And congrats on the obscure "Voltaire playing with matches" joke.
One of the most fun flash games I've seen in ages, fun writing, good artwork and great music. A well-made "clone" of a game isn't a bad thing; art is nice, but so's good craftsmanship.
While I can't claim our game is "perfectly" timed, we have that too :P I think a bigger factor is that the text in socrates comes in bigger bursts, which is a totally fair reason :)
And thanks!
A bit disappointing. The AI doesn't know how to use anything except quick attacks; getting WP for upgrades and new warships takes very long, compared to how much money you get even from hunting pirates - eventually, you can just ignore trade completely and never even think about money again.
And then you kill the final boss in one turn.
"Play again"? But... there's no point in running this more than once. I like the idea of trying to teach something, the graphics and music are decent, but the gameplay... It's just clicking stuff a few times. I suppose it's interesting enough for small children, maybe? But I somehow doubt you'll find many kids young enough here.
Well! This was impressive. I never learned to stop expecting quality from even free games, but it's still a nice surprise. In graphics and gameplay, it's incredibly simple and easy; everything is in the writing, really. I started out thinking that the player is one of the scientists, but that didn't fit. Amnesia? Empty rooms? Then I thought it's the AI - but that didn't fit either, it probably not being able to see in a way that a human could understand. THEN I got to the part about it being fascinated by dreams and metaphors ;p.
Maybe a bit pretentious, but, well. Anvils - sometimes you need them, right? The only thing I'm disappointed at is that not one character acknowledged the philosophical ideas mentioned by the AI as being close to a few developed by humans - since said characters appear like ones who actually should know them.
Agreed on most things with the majority - game speed (feels sometimes horrible even on 2x), keyboard scrolling and/or visible scrolling markers on display edges, upgrade level info on defenders... There's something else, though, a gameplay issue. Why the hell do I need to play a level multiple times for all the challenges and stars if I can beat it on hard with a perfect score anyway? It's BORING.
So, I need to do exactly the three listed tasks to progress... and most of the same tasks are achievements at the same time? Why the hell do you even need achievements with such a system? And the tasks themselves don't track data retroactively, meaning I had to restart to get something done - which I already managed three times up to that point. Honestly, it gets boring and irritating quickly.
I'm rather choosy in games I buy, and this was the first flash one I found worth grabbing. And worth every cent, especially with all the discounts Kong players get for buying it early, plus everything the devs did to make a transition comfortable.
The writing is high quality even by commercial standards. The gameplay is simply fun. And I sure as hell miss the shareware days, when a demo could be a worthwhile game on its own.
Rather bad controls, collision detection problems when switching blocks shift in/out and the difficulty jumps from trivial to lethal to simply infuriating. The difficulty isn't in, well, difficulty, but the controls, repetition and tricks or surprises. If you wanted to make an IWBTG clone, you could've at least warned us ;p
Simple, fun, and the music is very good. Achievements and upgrades aren't the main focus, but have a place in the whole thing - unlike most other games. Wouldn't mind something more complicated, but only as bonuses or something. Extra stage pack with better enemy AI? One minor fail: if you make a game with pure keyboard controls, make the menus keyboard-accessible, too.
The voice at weapon pickups reminded me of Metal Slug, though the actor doesn't sound happy enough about extra firepower ;p. On that note, adding a jumping tank would be amusing, despite it being automatically overpowered (or useless).
fixed!