This game is flawed. I currently have my three starting areas at 0% infestation with a negative growth rate, and my cost per day for upgrades is high enough that I cannot make money to buy the upgrades needed to advance the game. I'm stuck racking up debt because factories are a terrible investment, upgrades can't be changed once they're bought (for the fourth game in a row - figure it out already), and monsters can't build up enough numbers to give me the income I need to escape the cycle. Another user mentioned that opening a new province before you're ready is a hassle. Well, fortifying your provinces too much is not only a hassle. It's game-breaking. What a disappointment for what is otherwise a fun game.
ON K+ COINS:
The purpose of pay-to-play games is to offer a time saving method to those who do not want to follow the normal progression of the game by unlocking late-game items earlier on. The ideal pay-to-play model offers players who want to buy in-game items the chance to do so sooner while offering an alternative payment option of in-game currency for free-to-play players. In Aviator, the premium planes should be available early on to those who want to spend K+ coins on them as that is the philosophy of pay-to-play games: to save time by bypassing the natural progression of the game. That said, the "premium" planes should not be premium planes. They should be top-tier planes that have two costs - a K+ coin cost and an in-game currency cost. The in-game currency cost should be reasonably high to reiterate the utility of the K+ coins. But the planes should all be purchasable by free-to-play players if they are willing to put in the time to amass the necessary in-game currency.
ON ITEM/PASSENGER RESETS:
The time should be shorter before new items come into the market and new passengers/packages come into the hotel and depot. Waiting a day (or whatever the reset time is at the moment) to have the markets reset so I can buy one more piece of crystal to finish a mission is horrible.
ON GAME PROGRESSION:
The progression reset at the beginning of each region is annoying, though I do not know what else the game's creator could have done to scale the game. What would make that scaling less annoying is making experience gain proportionate to the player's current level. I gain so little experience from deliveries and missions that my progression in Europe (the second zone out of SIX zones) has already ground to a halt and I have been forced to go back to Africa and do endless delivery missions. This combined with the long wait time in between market, passenger, and package resets makes leveling up a nightmare. Also, I understand that it might be difficult to move a plane from one world region to another, but what exactly is so hard about our pilot moving his currency from one region to another? People have been doing it for centuries. There should only be one in-game currency amount, not an individual amount for each region.
Aviator is a good game that is missing a little fine tuning which would make it a great game.
ON TRAVELING:
The flight map could incorporate a double click travel system. Double clicking on a city activates the flight there instead of clicking on a city and then clicking "Confirm". It would also save time to use multi-city routes. If my plane is in Casablanca and I want to get to Cape Town, I should be able to click Cape Town and have my plane automatically follow the routes I've connected to that city instead of having to click through each leg of the journey.
I stopped playing when the zombies with guns showed up. If you're going to implement that idea, fine, but why in the name of all that is holy would you give grunts the ability to stun-lock the player if they happen to be using shotguns? Let alone bosses, who carry rocket launchers and can really screw you over in the middle of a horde. I've died too many times because some edge-of-the-screen grunt zombie stun-locked me long enough for a few more gun-toting pricks to come along and finish the job. Great game with some cool ideas, but you really need to keep an eye out for major problems like the one I mentioned.
What an awesome game. It's been awhile since I've played such a fun trial-by-death platformer as that. The difficulty curve was not too unforgiving at first but provided just enough challenge at the end with that tough jumping segment filled with gems.
I liked the dual ending thing, too. It, along with the "Trust" character's monologue throughout the game really put solidity into the character, which is hard to do in such a short game.
The one negative for me was the invisible platform section. That got a little too untrustworthy, especially when the game is essentially a platformer.
But on the whole, good job good game. 4/5.