It is good in a lot of ways. Suggestions: First, the contents of the bag should be visible. Clicking back and forth is tedious, and leads to forgetting elements that could be used in battle. Second, the rewards are too small. Spending most of your assets to defeat a super difficult boss or dungeon shouldn't came with a 6 gold reward or even a 12 gold reward. It's too small a prize for the grind. Maybe one of these special wins can give a new currency that can be converted into anything a player needs. In my opinion, there should also be a way to buy? oneself backwards to other battles/shops after "passing them."
It's too soul-crushing. It takes ca. 4000 toy stores to get to the 1st call for retirement (more or less, depending upon number of multis chosen in Hanukkah). This means building up again & again, to the point where finally everything is automated & every hit is multiplied by billions. It takes hours & hours to grind to that moment. One button into retirement and it's all gone exc. for "2x presents, 3x believers and auto-delivery," if you use your only 4 retirement months upfront (as I did).
Going back to winning 3, 7, 17 gifts per slot roll is no longer fun at all. Also, too many irreversible horrifying decisions one can make, which cost so many hours worth of gameplay (oh, I used my Hanukkah pts. in wrong order, so now this will take 10 hours longer than the other way).
It's a fun game, & watching the numbers fly is exciting. But starting completely over so many times is too harsh for me. Upgrades should make gameplay easier & easier, like w/ racing games, in my uninformed view.
The biggest problem that I see is that someone has to grind like crazy to make any progress. I have raced a ton of times now, and I can't get to the first checkpoint on level 6. There's no way to re-disperse upgrade buys, so unless I start over again (which I have a couple of times), the car is what it is until I get thousands of dollars in coins to make one or two more upgrades, where it only maybe helps a bit. And once all of the stars have been collected before level 6, it's fairly hard to make a lot of money. It's just not very fun re-doing courses 4 and 5 twenty times, as the only way to upgrade enough to have a shot at advancing.
Just unnecessarily hard, IMO. Having to count the cryptex letters was unnecessary. Hiding vital information on the sides and corners and backs of things also was too much. The purpose of these should be enjoyment, not ordealish endurance.
Several issues here. If you had just had the slightly weird decision with the arrows (sometimes you indicate both most in the same direction with only one arrow), that's fine. But the pictures (sun, Roman Number 2, chair, house) becoming numbers isn't satisfying, and I still can't figure out how the markers at the end lead you to the right order for the circular code. These games are supposed to have internal logic, not be 80% very straightforward and 20% super unintuitive.
So my pattern of making the arrows go up and down to move the elevator was...pretty much random clicking. Was there an organized, logical way to do that?
I can't get past 22 stars. Can anyone? The extreme level of Area 6 is essentially impossible, and the hard level of Area 8 is essentially impossible. Even with perfect moves (and after purchasing every upgrade), I only do about 4 damage against my opponents, and they do 4 + 4 = 8 damage against me at about the same rate. And there seems to be no way to further maximize my moves or buy enough time to make up for those losses with green gems, or survive long enough to kill one of my opponents. Knowing exactly what each of the colors do would help, but I've tried enough color combos that I'm not sure it would help enough to advance.
It took me 68 (game, not actual) days to complete the game. It's fun. The balance is a bit weird--there are too many items where the payoff or cost is 10 gold or under, making a lot of days into slogs, and some of the expensive stuff comes nowhere near ever paying for itself. I think a more interesting game is one where the K/Q decides on a series of policies where everything has some positive and some neg qualities. Too Leftwing = discipline problems. Too Rightwing = war starts. Too moderate = uninspiring. Too religious = X, Too secular = Y, too indecisive = Z. It should be a balancing act.
Some strong points in this game, but lots to improve. First, it only needs about 1/4 of the battles. The rest, other than the tournament and boss battles, are tedious. Also, the army battles are too predictable (dragon + catapults = unbeatable), too long, and also too costly (you lose hundreds of men for each loss!), and you should be able to unclick an attacker. Also, show which monsters are susceptible to which spells.
It's a good start, but not nearly the complete game that this brand usually has. Your dog is just getting dominant and you have 4 weeks left in the game, which is unsatisfying. It also seems more arbitrary than it should. I played a season on mostly easy courses and had about the same growth curve as playing the next season on all hard courses. My dog should not have been anywhere near competitive on a hard course, but by week 3 or 4 I was getting 3rd place finishes sometimes.
I sadly have to agree with other posts here. Good concept, fun for a while, pointless grind-fest to get to both 100%'s. There should an Act 3 or final boss. The legendary items are at best just a little better (as a set) than the Act 2 drops. So you click "1" over and over again to heal, deplete, grind to rebuild for the next imposs. battle, then again. Needs better balance, variety, interaction, and an ending.
A bit grindy, since there really isn't that much to do--the courses are quite straight and it doesn't take much skill to get energy from nearly cars. And considering that you need about $45,000 to max out purchases, and you're playing half the game at $300 winnings on average, by necessity you do a whole lot of the same thing. Grindy and repetitive, though not unsatisfying.
I like how much effort was put into the detailed trip from Paris to Kyoto. Bizarrely over-detailed for a game that lasts 5 minutes. But the game is enjoyable. The only thing I'd add is a warning that some items are hidden behind others, and literally you need to open doors or etc. before you can see them. In almost every other Hidden Objects game, WYSIWYG.
I think this game is seriously overcooked right now. I loved the original--it's one of my favorites. There was so much strategy--the order of attack, skills chosen for the heroes, purchasable powerups, timing of mana attacks, treasure chests, plus all of the Match-3 strategy, including the wrinkle of the first/second tier of monsters. For me, that is the right amount of challenging elements. This version has some nice new elements (quests are fun), some unnecessary elements (sneaking up on the monsters to reduce them by 50%), and then some totally bizarre, REALLY unnecessary elements (like finding and cooking food). All of these things slow down the momentum of the game's essence (i.e., the elements of the original game). Also, the treasure chest solve seems more repetitive and less fun, it is easy to get bogged down with useless cards and too many choices, and pathing through the levels is sometimes weirdly confusing. Shore up the fundamentals before adding all of the tangents.
I never figured out the clue for the painting frame--was there something in the room that told people which side to click first, or was it trial and error? Nothing in games like this should be trial and error.
The multi-player game badly needs a "resign" button. It is bad enough playing through a game when you have no chance for the last 15 turns, but people also run up the score while refusing to kill someone, so that they can get 500 points in all materials. Lots of fights would be avoided if someone can amicably resign, rather than just having to leave the browser entirely.
Great game! The hardest game I have ever won, and the most satisfying win. The design of the levels, including themed screens for each category, is great. The game warrants a 5/5.
However: The precision is too overbearing in some cases, especially those "drop through 15 buzz saws and a curve in the middle" or "make 16 perfect jumps in a row over the heads of the monsters" moments. There's nothing unfair--people know what they're getting into when they see the layout, but it makes the game frustrating and sloggish to fail 400 times before you finally hit every single jump or angle with exact perfection. The flags that save progress are a life saver (the game is unplayable without them). But it makes it doubly discouraging when, if you quit the game, you have to restart from the very beginning of the whole game. There MUST be a way to save progress, or almost no one will decide to keep re-beating these super difficult levels again and again.
What was the painting with the orange dots for? Also, you shouldn't have a plant that accepts water but that is not the "correct" plant that accepts the water. Otherwise, clever and fun. 4/5.