It's a very nice game, but I do have one chief complaint: Even on low quality, there are times when the game lags to the point where clicks aren't registered for several seconds. Case in point: The cabinet under the sink, I tried to open it up. Click click click click, open, shut, open, shut. Same with picking things up. Then again, I guess it does add to the creepiness a bit.
I love the main character and the story. You know how to take an old type of game and make it seem new to me. Must be all the fanservice. Either way I'd love to see a sequel. Maybe with even more fanservice? xD
I think the difficulties need tweaking. It says that Settler has a higher chance of good events happening, yet the first time I played it after losing Deity a few times, I didn't get anywhere near as many special events like increased food production from finding items or whatever, and each new dynasty had a negative effect. It went: Frailty > Frailty > Frailty > Wasteful > Stupidity. But on Deity all I ever got were positive dynasties.
Geez man, this is pretty awkward for an RTS game. It's hard to make formations and keep them straight, like ok: Select all archers, vertical formation, hold formation and move to front line, select all swordsmen, vertical formation, hold formation, move right behind archers. I honestly think holding formation should be toggleable because it's a pain to have to hit it every time you want to move a group of units and sometimes you forget and thus screw up your lines. Not to mention the lack of rally point where new units can be told to go somewhere immediately instead of hanging back until ordered, then you have to also redo the formations so that the new units fit in their lines, and when you have all five types on the field at once? Swordsmen running this way due to enemy prompt, archers fire, thieves who aren't holding rush with the swordsmen, and so you really lose track of which units were where and where they will return to once the enemy is dead.
I changed control scheme several times during the development process to find the only one that would cause less pain to my testers ). It is still awkward in some moments. E.g. I'd like to separate attack\move actions, but flash doesn't support right mouse button. Also I had lots of thoughts about improving the formations. But making such things would take huge amount of time, and I already had to publish the game. However, I'll improve controls in the next game, hopefully you'll like it.
Instead of just making the animations faster it'd be better just to have the ability to turn them off. Not just the movement and attack animations, but also the animation that shows the change in enemy turn counters. When you have two rows of enemies and see all these -1's it really slows the game down to the point that even after they all vanish I still can't click anything for a few seconds after. Great concept though.
The big eyes that have the little eyes floating around them and then spit the off if you don't kill them fast enough is really cheap. Not because they should be easier to beat, or that the little eyes are always one shots and should therefore be stripped off easily when you shoot at it, but because the little eyes that get launched off screen and then come back at either the top or the bottom and head straight for the ship? They're invincible until there is about an eight of a screen left between them and the ship.
I've always liked the Red Remover games, however while the explosions are a nice touch, they make for poor gameplay. As mentioned by several others, the game turns into a pixel hunt in order to get par because the explosions are too uncontrolled to get consistent results. Basically you've taken proper timing and replaced it with random chance, which if this is a gambling game would be good, but it isn't. Overall it is decent, but not as good as others in the series.
This game is good, just like the games before it, but the issue of diagonal jumping is still a pain. Assigning it to a control stick? Smooth. Assigning it to trying to press two buttons at close enough to the same time? Buggy. The game is about risks, driving against traffic proves that, but what isn't a risk is I try to jump forward and to the right and i either jump forward and get ran over by my own car when I fall short, or I jump right and there isn't a car directly to my right and so I fail anyway. This could be made simple by assigning diagonal jumps to the Q and E key for people who use WASD, as for the people who use the arrows? Honestly don't care about them, my arrow keys broke a long time ago from hardcore PC gaming.
You may or may not remember my comment on the last game cause it was so long ago, but I also like this game just as I did the other one. I have a suggestion though, for the Endless Hunter mode it'd be nice to know how many enemies you have killed and how many to unlock the next star level. Sort of like in the previous Hunter challenges, except instead of Killed/Missed it would be Killed/To Next Star. Cause people can keep killing enemies forever if they get good enough and sometimes you just have to know when to call it quits if that's just what you're after.
My only complaint is that the quality level doesn't transfer to the result screen. So I can have a perfectly smooth launch and then when the results screen is calculating my score and/or leveling me up it slows to a crawl.
You know, while waiting for the game to load I have read the top comments and am impressed already. I haven't seen your skill yet, but your attentiveness to answer fan questions and your willingness to go in depth with your answers is remarkable. I have no doubt I will be impressed with the game as well and will definitely rate once I finish.
I don't know if this is intended or not, but after a bit (or it could have been a lot earlier before I noticed), the smith perks no longer seem guaranteed. Mine is at base power of 811,139, but he still frequently produces picks with 700,000 or even 600,000 power. Same goes for the quality thing, though that is even more debatable. Let's just say I just now saw a pick attempt that said it was 79.2% quality, below the base 100%.
One of the few things I don't like about the game is the info card type things in the encyclopedia are missing information that they contained when they were first shown. Such as the Walker being resistant to electricity and such when first shown, but the encyclopedia doesn't mention this. It makes strategy even harder.
My only complaint isn't on how short the game is, but rather how slow it is. Games where you can actually see the protagonist walk around and such are all well and good, but it gets really boring watching them slowly walk to the place where you click. She's trapped in a mysterious place, she honestly should be running instead of sauntering.
The game is really laggy and stuff. I even have all the extra things turned off and the quality turned down as low as possible. I hope this can be fixed somehow though. The game says 3 seconds to respawn, I end up waiting about 20.
It would be great if there was an option for the end of battle results to display the end numbers instead of going up from 0 to the end. It causes quite a bit of lag. :(
I changed control scheme several times during the development process to find the only one that would cause less pain to my testers ). It is still awkward in some moments. E.g. I'd like to separate attack\move actions, but flash doesn't support right mouse button. Also I had lots of thoughts about improving the formations. But making such things would take huge amount of time, and I already had to publish the game. However, I'll improve controls in the next game, hopefully you'll like it.