The problem is not the fact that all the dice are cubes. At the moment it's like solving a sudoku where the only thing you have to do is think 'where could the number 3 go in this row?' There's another question which I'd like to have to ask, which is 'what number could fit in the top left hand corner?'
In terms of the dice puzzle, at the moment all that you need to solve the puzzle is to identify the opposite face to a face you've already found. I'd like it if I could use logic of the form "I can't put a 1, 2,5 or 6 here, because they're already in this box, and I can't put a 3 here, because then that would force that box to be a 4, and then there would have to be a 3 there, and that's impossible."
There's only one idea needed to solve all the problems at the moment.
The money per second is an average: if you automatically mine something for $60,000 every minute, that gives you an average of $1000 per second, which is the number it will display.
The theorem about when graphs are planar is a bit more complicated than Wesmania says: the rule is the graph cannot contain either of the two configurations he mentions as a 'minor'. In effect, this means you can't get them by pretending some connected set of points is really one point - so if you had four points all connected to each other, and a fifth point connected to two of them, and a sixth connected to the fifth and the other two, this wouldn't be planar.
I can't blame the developer by using a freemium model. It's the way forward for indies - proven to make the most money (and we're not rolling in the money, believe me - we need every penny). You're not allowed, by kong, to put in advertisments. The ones there are placed by kongregate. Developers earn maybe 35% from these. As for in-game purchases, the dev gets nearly 100% of the cash. So this is why freemium is the way forward - if there weren't in-game purchases, his game wouldn't be on kong - it'd be on Steam.
A terrible waste of talent. Your level design is great, but your toon shading, your physics, your gameplay, is horrible. Go and do some playtesting before release.
No way did you just make this, I was working on exactly the same idea! However, you accomplished it much more stylishly than I ever could, so, well done all the same!
To answer stuff:
@Tigersight -- thanks for pointing out that the end block is missing. Coming next update! Also, I've made ground and air acceleration equal.
@39kk9t -- I'll add that next update. BTW, I decreased the acceleration speed after pressing up, so it's not that ludicrous anymore.
@dryflyriver -- hard? I tried to make the first few levels as easy as possible.
@Tigersight (other comment) -- the reason the trees spin round is this. When they are a certain distance away from the camera, they are rendered as 2D objects instead of 3D. When you get close, they become 3D. This is to make the game run faster.
@ Falopi --- that's kinda the point of them...