(2/2)
The game could really use some kind of menu or screen where I can see what endings I got and how I got them, instead of me needing to refresh the page to see my highscore on kong to even figure out whether I found a new ending or not in the first place. But at the same time, I'm under the impression that the endings I'm missing probably aren't anything special, and wouldn't do much to fix the impression that the game kind of fades off after the "main" ending. If I'm right and none of the endings I'm missing are really anything special, it could use some kind of "true" ending that unlocks once you find all of the other ones, maybe? That kind of thing makes a player feel rewarded for solving the "puzzle" of discovering all the endings, and brings a sense of impact and/or closure to things. It just feels like I'm stuck simulating things forever and won't even get to see how well the AI performs at whatever it is they were preparing it to perform for (again, unless I'm mistaken).
I like this game, but it has a few things that bother me. After finishing the "data input" and getting to the "simulation" part it just feels like it peters out without any real impact, no matter how many new endings I discover.
I've seen some people complain that there wasn't a card game aspect to it (which was in some kind of preview I guess), but I don't know that this game needed *that* specifically. I think that possibly what's missing is a slightly better handling of the multiple endings. A narrative game like this with multiple endings can do well if finding all of those endings is treated like a central puzzle of the game, with the game itself giving out hints when the player gets stuck (has seen most of the endings and seems to be poking around for the rest). I have 11 endings, and even with the hint in the comments I have absolutely no idea what to do to find the rest of them. (1/2)
The game doesn't respond to my keyboard inputs whatsoever. So shift-clicking to send to forge and pausing just plain doesn't work. Otherwise it's pretty good distraction.
It sure is great that I can't ever see the actual score screen through the nag to like comment and subscribe like this is a youtube video. And pushing anything at all to try and close said nag ALSO closes the results screen.
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I feel like this is the wrong kind of puzzle game to rate the player on how many moves it takes them to solve a given board. As has been pointed out by at least one other person, all that's necessary to get a minimal score is to figure out the solution normally (by swapping as much as you want) and then take a screenshot and use that as a guide for a minimal-moves solution. In other words, this scoring system more or less rewards tedium.
Playing this game feels like watching someone else play an extremely bad tower defense game, and occasionally sending them advice through chat even though I have no idea how the game is supposed to be played either.
Interesting..I deleted my data and started over again to see if I could determine under exactly what conditions the upgrade screen would stop scrolling, and then this happened: http://oi57.tinypic.com/i4h8gz.jpg
The little box where it's supposed to show the kongpanion selection is still staticy! Weird, it worked the first time around.
For some reason, I can't find the "report bug" button that used to be somewhere on every game's page, so I'll just say it here: I'm having the same problem as a certain other poster where I suddenly can't scroll the upgrades menu, and after not even getting terribly far! Also, I'm seeing multiple copies of the one and only kongpanion I have selected in the upgrade menu. Look: http://oi62.tinypic.com/esrbxj.jpg
The way buying new equipment works makes no sense at all. You need to AT LEAST give the option of buying a sword, body, OR head, not a random one of the 3. It's really frustrating to grind out 100 coins looking for a halfway decent weapon (since that's really the only thing that matters in this game anyway) only to get a useless body. Also, I don't know whether or not this is already in place, but don't give a player an item too far below or above their current level--in the former case, it feels like an exceedingly poor investment; in the latter, it's frustrating because now it feels like the player has to grind just to use the new equipment, assuming it's at all useful in the first place.
You really need to rethink the combat system in this game. Having no after-hit invulnerability, and indeed, no way whatsoever to actually defend myself or dodge enemy attacks is absolutely miserable.
Also, fix the "Bomb" enemy so it just does enough damage to punish the player without instantly KILLING them.
Also, YOLO mode is an incredibly awful idea that needs to be scrapped before this thing gets out of beta. Seriously. If the designer wants the player to start at the beginning every time they can just..you know..NOT put any checkpoints in. And if the level isn't short enough to justify that, selecting YOLO mode is exactly as poor a design decision as simply not including any checkpoints. Maybe you could replace it with a mode that gives a limited number of lives, which the designer decides on, and starts the player at the last checkpoint until the number of lives is 0?
I will keep that in mind. Next game will be better than this for sure!