Add a receptionist job or make check-in/out automatic if the main character is at the front desk and there's nothing left to do as long as the player doesn't buy the parking upgrade. the whole buying people concept is idiotic, you'd have a much better mechanic if employees cost money every day, not to mention a realistic alternative to your current slavery model.
Evolving requires achievements. In order to complete achievements I must ... erm, that's not quite clear, since the achievement descriptions are only readable AFTER they're unlocked, i.e. when the description is completely useless. Forcing players to grope in the dark because you won't tell them what the goal is: bad, Bad, BAD design.
The random penalties are bad game design. Don't punish the player at random for no reason, it's mean, it's unimaginative and it turns the player against you. Also, you should allow manual saving, as well as disabling auto-saving. Some experimenting with save-scumming seems to show that the game is not actually random but intent on throwing crap at the player no matter what. That's _also_ bad.
The lack of common genre elements (gold, loot, customization, bosses, etc...) doesn't really hurt because the game is so short. I hope you stick with this series, though, and add complexity as you go. I particular, differentiation among characters (more hit points / damage reduction for the fighter, faster movement for the ranger, AOE spell and less movement for the mage, limiting healing range for the healer, to name a few options) could add a lot to the strategy. The difficulty could be ramped up quite a bit too. The characters are simple yet endearing, and the light tone of the dialogs is very refreshing.
Fun game, good atmosphere, decent writing, but missing a few elements that would add some fun. First, an escape route on the Union path is needed, since it breaks the 'wrong choice = swift death' implicit rule you've established up to that point. Also, 'secret' choices triggered by clicking on details in the image rather than clearly marked word choices would be neat. Not everywhere mind you, but once in a great while, including a mandatory one at the very beginning, to establish the mechanic.
Mandating a Flash update to play your game is *very* bad form, especially since the latest versions have been consistently crummy and buggy. Voted 1, moving on. Justify why you mandate upgrading, demonstrating a true need (convenience is not a need) for the latest version, and I might change my rating. Alternately, you could also replace your interdiction to play with a pointed warning and let me play at my own risk. Drop me a line if you do.
"EDIT2: This may be obvious to a fair few of you, but the “hard” badge is way too easy, and I am not happy with it. The badges were done partly without my consent, and go against what I was led to believe they would be in our discussions."
Hahaha, I love the prissy tone. "My 3.7 rating game got badged but I'm such a whiny little princess I'm going to whine about it and be unhappy about all the extra income for me, boo-hoo-hoo." Get over yourself, your game isn't that great and there are other, more badge-worthy games on this site that didn't get the honors.
Another fun and original Nerdook game! Very entertaining, and with a lot of nice little touches. The AI's voice, reminiscent of Shodan, of System Shock fame, made my day, although I was expecting snarkier comments. Two things though. First, playing as a pacifist AI is kind of boring, as you have to forsake most upgrades and most of the time you need to wait for people to move out of the way since your options for forcefully moving them are limited (besides scientists, nobody much cares about lights). Also, zombies made from brainwashed humans hit each other, which is silly.
Crow eaten here: The lag spikes I was experiencing were not due to this game but to something else on my computer, which I have disabled. Apologies to the devs, I have raised my rating.
I found the "good" ending (only one I saw) disappointing. All those prisoners all over the game, I thought I was going to help them, free them all or something. Instead it looks like the difference between the good and bad ending is that between a successful coward and a failing one. Too bad, because the game was good. A bit on the easy side, but at least you got wall jumping right.
Start with the smallest window you can get away with, waste 60% of it with a useless border, and voila! an unplayable piece of crap! Well, joke's on you, I can still sorta see what's going on. Kinda. (FYI, there's a reason the gameboy went extinct and, if the tiny, creepy screen wasn't it, it was a strong contributor.)
Great game. Some insight on how the adventurers proceed at corners (why do some turn back sometimes?) and junctions, or after picking up loot and fighting monsters would be appreciated. As it stands, 'path optimization' is more about deciding your personal sample bias than an educated crack at their behavior. also, being able to recall individual heroes manually would be nice, so saving one character from death doesn't end the raid for everybody, since later on the adventurers are usually dispersed all over the dungeon. 5'd.
Usually, sequels try to improve upon the original, not simply remake it with a few changes. In this case, the only 'improvement' is a background story about how the main character became an indentured slave laborer for 'Papa', the notorious mob boss, after being lured to a dark alley with the promise of riches and made an offer he/she could not refuse. What should have been in the game, but isn't: Shop upgrades that automate some of the more tedious operations, hired help that can take over one or more operation for you in exchange for a fraction of your tips, among others. Most important missing game element: a reason to make more than a handful of burgers before finding the whole thing boring and calling it quits. I halfway hope this game gets badges so we can see how much Greg's judgment improved since the pizzeria fiasco.
The concept was fresh and novel when Little Wheel came out, but even then people knew this kind of game was not really a game: There are no decisions for the player to make, all you can do is click in the next clickzone. It's about as interactive as a book (do I turn the page, or not?). Little Wheel got away with it because it was new, and fresh, and atmospheric. This piece isn't.