Story's a little thin... why even show the guy entering the cave if it isn't important? Nothing changes; he goes in, spends a while proving his worth to the mirror, and then when it's all over he just... leaves with it.
Day 35: still lost at sea. Coloured block puzzle taunting me; nightmares plagued by that one magenta block, which always falls to the bottom row, forcing me to start again and again. I fear I will never defeat this magenta block. If you find this message, tell my family I love them, and warn them to never go near the magenta block.
This game would make a FANTASTIC teaching tool for would-be game makers. There's soooooo many bad design choices. A very clear case of "what not to do when designing games."
Ah, it was a bug. Some puzzles will fail to solve sometimes, possibly because I'm using Firefox. Great... Next time I'll try with Chrome. Maybe everything will work this time.
These are some of the most infuriating puzzles I've ever seen. It brings me back to when I was a kid and nothing made any sense, and I was angry and confused and upset at how I could never understand how to get what I want. What do you want from me, Trader of Stories? I solved your puzzle, but you still won't let me progress. I'm glad some of the puzzles allow me to give up..... but not all of them allow that.
It helps to make a sort of "hierarchy" for the colours. Pick one to be your "favourite" and try to put that colour in as many places as it can possibly go; if it won't work, pick a "second favourite" and put THAT in as many places as you can. Try hard not to use a third or fourth colour, always be thinking about your favourite two, and it shouldn't be too hard.
Got em all; main tricky ones are all the Great Cities and port variants of things. Many things are "Great City of X and Y," make lots of cities in the post game and you'll probably get most of them. As for ports? Just build interesting cities on the water. Make a lot of docks too.
If your guns aren't targetting the right things, put them where they can only see the intended target. Try putting some Pulsars in front to clear the little ones out.
Interesting mechanics, but the battles are the least interesting part of the game. All we can do is swing... and target, I guess. And equipment all too often boils down to just "What is best? Equip that." It's a numbers game. I could program a bot to pick out my equipment. The one interesting part is selecting skills.
To get high scores on the scoreboard, the "sketch a sketch" strategy is more or less required. Use Sketching and then pass the turn until Sketching comes back up again; use Sketching ON Sketching to add another to your deck. Add a few more, something like 8-15 seems a good amount, depending on your patience. Next, Sketch about 70-100 Curiosity. It's time-consuming, but these are essential to give you the energy needed, since it's the only energy card that can grab itself. For the individual scores: "Cards in deck" is gotten by merely continuing to sketch things. Sketch and sketch until your sketching hand goes numb, and then keep sketching. "Best Combo" requires Meditation or the Snack Time ability to keep the turn going forever and ever. "Damage in a single hit" means Gore. Lots and lots of Gore. Play as many as you dare, then end the turn and swing with a Big Guy. Or a Stab; once the multipliers are high enough, the difference between 5 and 100 is a small one.
Using the "Sketch a sketch" strategy (use Sketching, then pass until it comes back up, use Sketching again, repeat) I like to go for about 10 Sketching's at first, then go for a TON of Curiosity's. It's the only (?) energy card that can grab itself. Cards that can "go infinite" are what I like to go for. Primarily, that means Stab and Curiosity. Don't skimp on the Big Guys either; if you can get one out every turn, they'll never be able to attack. They take a lot of energy, but you've got enough Curiosity that it's no problem, right? >: ]
In the first few fights, enemies do not attack in the first turn, and the Sketching card's trigger waits as many turns as you need, meaning it's possible to go "Sketch grinding" by playing a Sketch, then waiting until it pops up again to Sketch a Sketch, and repeating the process until you have as many as you want. Then you can easily cram your deck full of anything you like. Be careful though: if you do this, in the late game, those Sketch cards will basically turn into Art Blocks, because they won't be any good for you to use energy on.
I don't know if I would be having any fun with this game without Greg's badges. With them, it's _outstanding._ They give simple little goals to strive for, that aren't too tough, and that make sense. Beat three levels, unlock Hard mode, unlock Crazy mode and complete every mission, complete every mission _on_ Crazy mode. Very nice! Good little milestones to shoot for on the way to ultimate completion. : 3