It's a good, fun game, don't get me wrong, but a few key changes could make it a great game instead of a good game. Either slow everything down, get rid of the cooldown for buying things or at the very least allow us to buy more at a time. It takes weeks comparing the cooldown of buying tea to how long passes in the game and I'm not even sure if you can buy enough tea to fulfill the later orders if you don't have a huge stockpile going into the order.
You have no chance of buying low and selling high if you can only get 120 crates before prices skyrocket. Later in the game if you wait just a bit too long to buy all your tea for the shipments then you'll end up losing because it won't cool down quick enough. And I know you should be buying tea nearly constantly, but when opium and tea prices are high, and every port is being watched so it's nearly guaranteed that you're going to lose your ship and opium on any deal it's a little difficult to get things done.
Fun game, no doubt about that. Challenging but doable. Only frustrating part is trying to get a Brilliant rating on every level. Level 14 in particular, the ninja champions can't be defeated before reaching your gems except by a stroke of luck. No tower is powerful enough to damage them enough to allow maxed meteor strikes to outright kill them. By the time their invisibility wears off they're on your gems. Receiving high ranks shouldn't be determinate on how lucky you are in freezing them on the first hit in hopes of defeating them.
I had fun with this. It was pretty challenging, though it dealt with more reflex than anything. I'd rather play this than one of those convoluted physics games where someone decides to make an extremely complicated puzzle where the only way to figure it out is to be the creator. So what if this was an advertisement? It's not like if you don't get the badge you're going to lose the internet. Just move on if you have a problem with it.
This is such a stylish game. I really love it. The animation is done very well and the simplicity in color just clicks. The jazz fits pretty well too. Only problem with this is that it's too easy. The game pretty much tells you what to do. I think if the guide circles were removed and you had to search for what to do next would make it much better.
Good idea but execution is horrible. Not only do your players never move where you're telling them to, you can't pass the ball because it only ever seems to go straight up or right into an opposing player. The AI never has this problem as they can run straight through you and their passes never seem to miss. Top it off with the fact that you always seem to throw the ball away when make a successful tackle makes the game simply too frustrating to get anywhere with.
I like this game; the design is good and it's challenging. However the only gripe I have is the wall-jumping controls. In order to wall jump you need to press toward the wall you're jumping from and hit the jump button. Nothing hard about that, however in order to actually go anywhere and not just fly back toward the wall you must press toward the opposite wall. Now try to do this quickly and you'll spend half the time expending your double jump then falling to your doom. If this was handled a little better I'd enjoy the game much more.
I don't know where to begin with this game. I'm a huge fan of logic puzzles and sequential contraptions but there is just so much wrong here. I first want to say that I absolutely despise the part placement system; it's just horrendous. Most of the time you can't see exactly where you're placing your part and you're treated to that lovely cat-clearing-its-throat when you overlap with a permanent part. And when you try to click elsewhere half the time the part follows you or another part pops in.
As far as the game actually goes I honestly don't believe that the game maker intended for the permanent parts to be used in the majority of the levels. In fact, you can complete nearly everything by simple circumvention. Not to mention how the parts tend to bug out when they interact turning what ought to be a solid solution into a garbled mess. It's a good idea, good premise, but the execution is less than ideal.
Really not digging the level requirements for facing Arcane Guardians. When I'm trying to beat the game I'm not really interested in the gimmick modes. Save those for replay. Besides, if I can beat the AG's at a low level why not let me just go for it?