A variant on the old Canabalt concept, with the notable difference that it's completely impossible to anticipate where the obstacles will be, and they come too fast to make it possible to react to them, so the game becomes a matter of pure luck.
The game makes no sense, the puzzles make no sense, the ending makes no sense. Worse yet, the final sequence after the credit makes less sense all the previous stuff combined. This game has more pot holes than a 1950's sci-fi special and doesn't follow the usual literary conventions of: Causality, common sense, credibility. I cannot suspend my disbelief long enough to swallow the premise of this game, never mind the entire episode. The first two were borderline absurd but this one takes the cake by a wide margin. I hope there's no episode 4. Keep the graphic artist(s) and voice actor, but start fresh with a new theme and, for crying out loud, a new writer!
You're entitled to your opinion. If you pointed out some of the plot holes that'd help us moving forward. I don't mind negative criticism, it'd just help if it was more specific.
Why exactly are you making a bunch of requests to the Kong server while the game is loading? It kills the loading rate and makes you look mighty suspicious. Please stop this behavior now.
Thanks for the note, Ace. There was a bug in our API implementation which might have triggered the issue you are referring to. We think we got it fixed now. Could you please recheck that?
Tried playing but the first level layout was completely screwed up and the game was unplayable. Using the latest Flash version. You might want to look into it. I'm not rating for now, maybe I'll check again later to see if it's fixed.
What really ruined the game for me was the arbitrariness. The player is completely at the mercy of the designer in terms of getting upgrade points. This is particularly felt in the survival mission, where the player starts with a bare bones base, no upgrade points for a long, long time, and vastly upgraded enemies. If you replaced the arbitrary "no points for you until I say so" with a system where every killed unit gives a few points, much like, I don't know, EVERY TOWER DEFENSE GAME EVER, the game wouldn't feel as blatantly unfair. Maybe.
How many Papa's Whateveria games does this one make? Four? Where is the innovation? There is still only one employee, it's still repetitive as working on an assembly line, and there is still no way to automate/delegate/skip the customers whose orders you've completed 20 times already. There is ONE upgrade that's designed to slightly alleviate the tedium: the automatic dispenser. There should be one for EACH task, and the option to hire more employees to take care of taking and moving the orders along. That way the player could aspire to evolve from a chain employee to the branch manager. There would be *gasp* a POINT to the game! Instead, You've added the option to... rearrange the furniture. F(orget) that, seriously. Don't branch out into another gaming paradigm until you've fixed the current one.
Could be a nice game, but playability is in the dumps! Displaying dialogs one letter at a time, for instance, is a huge no-no, even if you have good dialogs (you don't) and voice acting (N/A). And the sound each letter makes as it gets displayed is horribly grating. Don't make me wait for the info, don't make me click for it, it's stupid and aggravating. The lag is out of this world, regardless of the options picked. Too bad, I would have played your game, if I could.
The stupidly annoying music won't stay turned off. Also, do the ups and downs of your wallet have to be reported in $5 increments. It takes forever, and it's stupid.
This is a beautiful, amazing game. The last forward level is a bit frustrating, but the 'back 9' really makes up for it. Love the theme, the music, the gameplay. Hat's off.
Why do I have to play the same level several times to get all upgrade points for it? Let me try at any difficulty and give me the upgrade points for that difficulty and all difficulties below it if I win, don't force me to repeatedly play the same level just to give off the illusion of extra content.
Setting aside the fact that this is EXACTLY the same game as UA2, just with more repetitive levels, if you expect people to retry levels over and over to get all achievements, at least bind the 'r' key to a quick restart.
I really like the second half of the game, not only the principle of it, but how it's introduced and how it ties into the first half. Really cool. Good thing too, because I was finding the game bland until that point.
This game needs: 1. Autofire. There is no reason not to fire, ever. Just make it automatic, that's what computers are for. 2. Mouse controls. Otherwise there is no reason to dedicate one hand to the mouse, plus it's just smoother. 3. An overdrive mode that actually does *something* besides hiding my ship entirely so dodging bullets is much harder. 4. Enemies that don't fly into obstacles like they're not even there along with 5. obstacles that can be seen easily over the backgrounds even when the eye is not focused on them. 6. A reason to not click 'skip' at every dialog sequence. The quality of the writing is NOT a compelling argument in this case. 7. An upgrade system that makes sense, and makes it worth it to buy the same weapons over and over for wildly inflated prices and marginally improved performance.
Fun game. Most puzzles are easy, a few are tedious (find the one 'pear' among 40 candidates -.-) and only the last one is a little complex, but that's fine. Features to add: clicking on an open room in the map should take you there, and at some point the map should show you which rooms the last few diamonds are in. I particularly appreciated the frequency curves in the bell puzzle, so playing without sound isn't a game ender. Nice one!
Keys should be fully configurable, so one isn't forced to play with the left side window bound to the right-hand side of the keyboard, and reciprocally. Other than than, it's a cute little game to kill 5 minutes.
OK game, could be better: 1) Linear maps with nothing in them but flavor text have to go. Text adventures had a lot of descriptions in them because CLUES were hidden there. In your game, they're just fluff, and fluff is wasted effort. 2) The shadow stone is poorly coded. Either disable mana regeneration outside of combat or refill the mana bar completely upon victory. Otherwise I can just wait for it to refill between combats. 3) The chalice of Dorothy was walking a fine line, but the Pixie in the strange land map is definitely breaking the terms of service of this site. Just saying. 4) only 'heal' is useful as a skill, the rest does pathetic damage. 5) 'rare' monsters serve no purpose. Use them like the giant undead owlbear to block further progress until beaten instead. 6) Defense is a dominant strategy, but it's a boring one Add a fast-forward button for combats, too. 7) Encounters give XP as a function of player level, not monster diffculty. This encourages grinding, which is BAD.
I'm not giving you my e-mail address before I even see your game! Why not let me connect under my Kong username? That's what every other MMO on this site does.
You're entitled to your opinion. If you pointed out some of the plot holes that'd help us moving forward. I don't mind negative criticism, it'd just help if it was more specific.