Elle talks so much about dreams and being uncertain of reality and being afraid of losing you that I keep wondering whether 1. she's a druggie and 2. this is gonna turn into some Requiem for a Dream thing.
You don't have to click ON the girl to click on the girl (as it were) - just move the cursor a few pixels to the right of the 'Chat' or 'Flirt' button and then back to minimise movement and maximise clicks. MLG TIPS!
I'd like to suggest a UI function for convenience's sake: finding out that you don't have enough time for a date and then having to go and deselect a Hobby and then go on the date and then go back and reselect the Hobby is annoying. Could there be some kind of option to indicate which Hobbies can be automatically de- and re-assigned whenever you need that amount of time for a date?
Highly entertaining and thought-inspiring. Granted, the game's interface is nowhere near the 'perfect' representation of a real-life debate... but then, that's no excuse for not trying. ;)
As an old Motherload fan I adore Glean to pieces, but I have one major quibble: the crafting system. Crafting in this game is an extremely irritating process of pointless menu-hopping, checking the recipe, inventorying parts and minerals, splitting/sticking together minerals into the right sizes to please the peg-in-the-hole recipes... it seems to me a very laborious system that ultimately takes time away from the main, fun part of the game: mining. I would have loved to have an automated system for crafting, i.e. when you want to make a part, you run a little program to see if you have all the necessary parts and materials to make the thing and then it makes that thing for you, no menu-hopping required - OR, if you don't have the materials, it gives you a little error message stating how much more you need to finish it off so you can go on a quick expedition to make up the difference. I'm sure this change would make the gameplay much more free-flowing and enjoyable for future players.
I can appreciate that a lot of work went into this game, but the fact of the matter is, I find it very, very boring. Not only is it severely glitchy in places (the inventory weight system was non-existent; the timing is completely off on the lock-picking; whenever I tried to walk anywhere I ended up moonwalking when I wanted to stop), but, when you come right down to it, this game is simply a matter of 1. shoot 'em in the head 2. hit them with a shovel 3. lather, rinse, repeat until you win.
Where's the creativity? Where's the flair? Where's the emergent gameplay? I know zombies are supposed to come in hordes, but that doesn't change the fact that wading through crowds of the undead meatbags, all of them as equally unchallenging as the last, gets extremely repetitive extremely quickly. I suppose playing the harder mode might have made it more entertaining vis a vis creative gameplay, but I am still very disappointed. This definitely is not the Last Stand experience I was hoping for.
@Firequill: I absolutely LOVE the visual style, not to mention the quirky colourfulness of it all (are you into MLP: FiM by any chance?). The items are whimsical and fun and the whole game has a certain *look* to it which, were you able to replicate it, I'm sure could soon become your hallmark.
The stats are the only real problem here. I suggest taking one of two paths: either make games which don't rely on stats (like Point'n'Click, or Puzzling, both of which your picture-booky style would work well with) or, if you're desperate to continue making stat-driven games, have a talk with one of your friends who's majorly into D&D, or take a look at the stat mechanics of some of the highest-rated RPG games right here on Kong.
This is one of the few times that I'm genuinely excited to see more from a certain creator. I don't know if this is your debut game, but that's how it feels: I'm sure there are great things in your future, Firequill. Just keep at it - you're doing a great job. ;D
I agree with everyone else - the most advanced lift is buggy. Whether it causes the game to crash, *something* did.
The interface is mostly good, but one thing that I think would really make it more intuitive is the ability to fire workers by clicking on their desks rather than the workers themselves. That means firing could take place during the night as well, and also it would make firing employees like Supervisors who walk around a lot so much easier.
This has the makings of a very fun game - I hope these teething problems don't stop it from being everything that it can.
Hey, here's an idea for a tower-defense game: you have to protect Kongregate against hordes of repetitive-as-hell TD games by making games that have actually had some thought and originality put into them, rather than just being clones of the MILLIONS of other TD games already out there. Once upon a time, tower-defense games came under 'Strategy'. In this enlightened age, they are their own genre. How did this happen?
This is a seriously cool game. For the first few missions. After that, it dies the death of all base-builder games: it gets REPETITIVE. Very. Repetitive. Did I mention that it's repetitive? Most base-builders attempt to survive, in the same way that lifeforms do, by evolving as the game progresses, but here there's absolutely NO progression in the tech-structure as the game goes on: just the same old units and the same old upgrades again and again. So, to paraphrase Zaphod Beeblebrox: plus ten for originality but minus several trillion for replay value, okay?
I suggest that, towards the end of the game, to solve the grinding problem everyone keeps talking about, there should either be more lower-level quests to build reputation, or the earlier quests should give you more reputation, or you shouldn't need so much reputation to get the high-level quests.