Am I just missing some way to copy/paste manipulators and groups of components? Or at least a "programming" block? This is essentially a programming game, and chunking functionality is a key programming skill. I'm getting rather tired of writing the same code over and over again.
But... why did the kiwi want to find a penguin? And why can't he take the balloon in the first place? It's vexing to have the game tell me I can't take something right now, even though I know I'll need it later. It's lazy game design.
This felt like a fun little 5/5 game most of the way through. Then I started hunting for that last coin... it's not fun to have solved the riddle and still have to pixel-hunt through every screen. That last coin feels like a tiny thing, but it's definitely detracting from my fun. 4/5
The badges were pretty much all that made this horrible grind worth it. There's no strategy -- train your duck in everything. There's no skill -- you don't control your duck in the races.
I quite liked this game. It was short, but hey, I suppose that's to be expected from a "Chapter 1". The only thing really missing was music, but I'd rather have no music than bad music.
I am hoping for more skill options in Chapter 2; even with the shortness of Chapter 1 the choices almost felt too few.
A very nice game. Reminiscent of Kingdom of Loathing, as others have said, but with its own take. I do agree that it seems cramped and confined (and SLOW) trapped in the Kongregate window, and I would encourage the developers to give this thing its own dang website.
I wud b more likely 2 take ur game seriously if u wood stop calling me "u".
No really, spelling out "you" in your on-screen instructions wouldn't hurt too much, would it? I think we're past the point where textspeak abbreviations are cool and edgy.
When the lights are dimmed to 20%, I'm promised glucose. But I explore and explore and find only AA... and then I expire. That robot is cheating. Or possibly there's a bug?
I think the general feel of the game would be improved if you could recruit a native English speaker to rewrite all your text. Still, it's understandable.
On the other hand, I found it quite frustrating to play -- for instance, using the mouse to click things almost inevitably led to me touching the edge of the screen briefly, which moved my viewpoint away from the area I wanted to target / drop a new soldier on. I think you could use a little more "playability" testing.
I agree with the comments about playability (i.e., I like the concept, but it feels like the game is getting in the way of actual enjoyment). Also, I just managed to walk through a wall and fall to my death, which is pretty uncool. There's no way that, having experienced the joy of arms, I'm going to go back to being a tiny pixel again, so your game lost me with just one glitch.
It was kinda fun and I was enjoying the puzzle mechanics... until I hit a speed level. Suddenly, it was no longer fun -- instead, it was "what the heck, what is this super-short time limit out of nowhere?" Half of the un-fun was because I don't particularly like timed exercises (my own issue, not a fault of the game), but half was because there was absolutely no warning or instruction about this sudden departure from the way the game had been going up to now.
The clouds-moving level is heck on a trackpad. It's frustrating that I know what to do and it still takes me many tries to accomplish it.
For me, a casual game shouldn't require twitch skills when I can't be assumed to be playing with twitch-friendly equipment.
I like the concept quite a bit; I'm not keen on the implementation. Maybe it's just that I'm playing with a trackpad, but it's hard to get things to move and rotate the way they should. And the constant load clacking and puffs of dust that accompany any contact with other boxes or the edge get annoying swiftly -- these are crates, why do they make such a ruckus about getting a little banged up?
Okay, I never thought I'd say this about a Match 3 game -- but there are TOO MANY powerups. Or too many cascades, at least. Not because they make it too easy (I'm a wuss, I like easy), but because it feels like I'm not even the one playing the game. Normally in a Match 3 game I love to watch while a pile of powerups cascade... but in this game it happens all the time, and I find myself longing for nothing to happen so I have a chance to actually look at the board. It feel like as long as I pick up a pair of yellow matches every now and then the game will win itself.
I liked the puzzles -- but I rated this 3/5 because as others have said some levels are just way to twitchy to play on a trackpad. This seems like a ridiculous limitation for a simple flash game which seems to be more aimed at thinking than madly clicking. To be able to figure out the puzzles but not complete them on my laptop was very frustrating.