Framerate is better this time around. But whoever looked at this design and said: "Yea. I'm totally ok with the half screen peek with the upgrade window." - Needs their head examined. Visually offensive in every conceivable way.
The click to move is atrocious, and within a minute of the game I found myself in an endless looping conversation with an NPC because the pathing kept trying to jam me into him even upon exiting. Also, I can see no reason why you would include W/S without A/D for keyboard movement aside from wanting to intentionally frustrate the player.
Generally what I look for in an idle game is logging in once per day, do my rounds, and then go do something else. As it stands - the offline income storage makes me feel as though I need to hurry back or just keep things running all the time. And that'll lead to burnout pretty quick.
Incentivizing players to refresh their games every 10 minutes to inflate # of gameplays and potential ad revenue (if developers get a cut of this) seems WORSE than the energy system in the Beta.
Sorry. As much as I enjoy this game series, I can think of better ways to back the developer than suffering through this kind of nonsense.
How hard would it have been just to use the space bar to toggle between x's and ■'s? The game is addicting as all get out, but the control scheme just seems un-necessarily complex.
Pointers: 1) Sweeping motions with the toppings - side to side to make sure you have even coverage (takes some practice) 2) At the start of the day, start cooking 1 of every meat (and 2 chickens if you have a spare burner) This will generally cover the first 3 customers in the door, and the rest you can make to order. The meats you don't use, just throw out - no penalty for this. 3) Priority will generally be Food Flip/Cut alarm > Taking orders (to get meat on the grill) > Building.
Part 2:
2) The story started out strong. But by the time it veered into the Djinn/Efreet chapter, I was so bewildered and muddled by the almost inane details about blatantly obvious science fiction. Not since Star Ocean Til the End of Time's ending have I ever stated to the computer: Huh? It was almost as though you wrote yourself into a proverbial corner and we - the players -are forced to bare witness to you flounder about with plot. There are only so many life preservers we can throw you by jabbing the skip dialogue button whenever Nefretiti appears on screen... (Which is exactly what happened)
Part 1:
I don't comment often on games, but I felt that I needed to.
As many people have already posted, the game feels like one of the RPG's of old. An epic tale that draws you in and at the same time allows you to make your own choices regarding character advancement (and in a limited sense character interactions)
That being said however, there were a few flaws that were... glaringly obvious the further in you were: 1) The clipping for one just seemed like something that could have been addressed better. Many MANY times I found myself brushing against a 'wall' and getting insta gibbed by 'phasing' into it. Better than getting stuck, but at the same time disheartening when you have full health and shields and its suddenly a mission failure. (1k Character Limit)-->
Having a fun time with the game and all, but sadly at the beginning of the second Level - where it asks for you to spawn the car for the first time - I've inadvertently gotten it stuck on the ledge. (One of those impulse jump before you reach a gaping chasm things) Now the car is stuck hanging over the ledge and I can't get inside of it. What's worse, a new car won't spawn and no matter what I do (close the game, go back through the pink doors, ect. - Will not despawn from that ledge. Getting a fair bit annoyed at this point because I wanted to see this through, but if that means going through the entire first level again, and even then having something like this come up again..? No thanks.
Lol