Energy Collected: 20/20. Chance of good rating: 100%. Really, though, that was fun. It's a very clever idea, and I didn't necessarily mind having to work around failure (even when grumbling that statistics didn't favor failing a 50% crouch four times in a row) since I had an idea of what I was getting into ahead of time. I think that the length of the game was about right for the concept; any longer and it would have gotten repetitive and gone from 'workable frustrating' to 'bad frustrating'. Hard Mode felt like a reasonable way to extend gameplay and encourage level exploration, so thanks for that.
I went back to v2 to play it again today, checked the updates on a whim, and found out that here was a shiny new game! This iteration felt a little short (I went through each of the tournaments in order despite starting Bronze at Level 3 and having only what experience I got from the tournaments) but it's still a very solid update and I'm very glad to have played it.
Saw the title card on the front page, thought 'That looks like a Bonte game', and came here for a few pleasant minutes. Hard to believe that's ten years of that wonderful service to puzzlers now. Best wishes in your future endeavors!
That was amazing! I'd be very glad to see the continuation. As far as suggestions go, there were some things which seemed too easy. For instance, if I have even a little bit of spare inspiration (which I usually do, would hate to run out) I have no reason to not play Apple Pie ( -> Muse -> Rest ) or Wanderer ( -> Curiosity -> Any card ) - I'm going to end up with a net gain of inspiration and possibly HP as well. Distinctly could use balance on combinations such as those. I'll definitely be marking this game to come back to in the future!
Simple (not overly so) and fun as before. Looking forward to next time!
...oh, and maybe next time, use the hiding spots more? After they were introduced I only noticed them on the final level, unless I'm completely missing something.
...I realize that I'm not the first voice on this, but as soon as I started the new build (typos fixed in capacitors/plating) my reactor vaporized from latent heat allowed for the fission bonus. Since the game is already set up to deplete cells upon update, maybe you could also pause the game automatically when an update is applied? It wouldn't cause any problems with offline mode, since we currently don't have one, and would prevent unforeseeable meltdowns like this.
First off, I have a hard time putting into words how much fun the game is, so thanks for making something so great. Also want to make a suggestion, though...I felt that the natural disasters (floods, fires, volcanoes, lava rivers) appeared in the game and then vanished just as quickly before reaching their full potential. So maybe, if there will be a GOW3, let demolition units start fires, and let builders place canals for water or lava to flow through? Instead of working around natural events, use them as weapons on the battlefield?
Thanks for the suggestion TailsTheFox12. I had a lot of trouble keeping them balanced, I like the approach your suggesting. As for a GOW3, time will tell. :)
The minigame was a good step towards interactivity. It just wasn't the right game for working. And I think that for invitations the inviter should get a multiplier of some kind.
Fancy coat, check. Yacht, check. Monocle, check. Angelic choir singing the praises of my capitalistic empire, check. Braces...no, even for all my riches, apparently I can't buy better dental work.
I would very gladly donate to support this awesome game, but I invested all my money towards the Capitalist Utopia populated by (10^Profit) angels and hundreds of businesses that all do the same things.
So, instead, you have my thanks and my 5/5!
Thank you kindly. I found it difficult to balance the difficulties and exp given from each of the tournaments. I may tweak it in future.