You don't have to worry about spoiling the ending for all the people who don't bother to finish it because you gave them no help finding their way around and they don't want to do a second lap with no checkpoints. When the players give up, there effectively is no ending anyway.
Getting that key up from the seafloor makes a good metaphor for getting a bill through US Congress, only halfway up all the sharks would go home for the day.
10 years later and it's almost impossible to find help for doggnation level 44 anywhere on the internet. Over 100 people claim to have done it, and (except one) all of them refused to explain how. No thanks to Google, I got lucky and found the answer, below the rating threshold in the Comments here, because not only do all of them refuse to help, but they also disapprove of anyone else helping... First dogg picks up Red and Purple, doesn't flip, drops them at first sign. Second dogg picks up Orange and Yellow, flips them, picks up Purple, drops at second sign.
Lucky the king woke up from his nap to come visit the shop and command me to keep the dog, when he couldn't have possibly known that anything was going on. I get the feeling he makes those kind of random and unreasonable demands often...
He's a very silly king indeed. This takes places in a part of the world's history when a great change was imminent and there was a lot of turmoil and chaos everywhere. The Western Kingdom (where this game take place) is actually relatively stable compared to other places, but it's definitely far from idyllic.
Well, since I've apparently decided to literally become a sheep, I might as well go all the way and start believing everything my country's national news media tells me.
I like the game, but I want to try some constructive feedback here: It's too boring at the start. Each of the first four categories' first upgrade should just be the initialized settings, and the enemies in the first 4 levels should spawn in response to the distance the player travels, so that we can actively summon them by moving around instead of having to wait every time.
Oh yes! I forgot the merchants sold coal. No, that's fine then. The Wyrms themselves are a renewable resource so I can just strip the rest of the planet for my coal. It won't run out in my own lifetime at least, so why even worry about it?
Stupid wasteful Wyrms, stop eating all of the world's coal! Don't you know what "fossil fuel" means?? In all seriousness though, since there is a finite amount of coal, would it be possible to gain the resources eaten by a Wyrm upon killing it?
I get what you are saying.. but unless it had JUST eaten the coal, it would break it down.. as food.
When it dies, you DO gain the resources.. you get the Dragonblood.. you can sell that at market, get the gold..and buy about 17 coal for it, a much better deal! as there is no way a wyrm would ever drop 17 pieces of coal! xD
EDIT: actually, wyrms can't eat coal in the map...
Every time I right-click the screen, my keyboard becomes completely unresponsive until I refresh the browser tab. Is that just Flash being dated, or can I fix it?
You can freeze the image on the game screen by right clicking. The game still continues at normal speed though, it only looks like it's paused. This is useful for... certain animations that move faster than you want them too. You know, if you want to get a good look at something that... otherwise goes away after a quick second? All kinds of stuff, really... ._.
Either way, I'm not very far into this game yet, but I can already see its future for me. Eventually, I'd be logging in every other day to see if I earned a new Crusader from a mission, and frequently finding that not only did the last two days go entirely to waste, but my Crusaders are injured and I'm worse off than I was before the mission. Since there was nothing I could have done to avoid this outcome, I'll regret the time I've put into the game and wonder why I would possibly continue to play it. In this genre, there are inevitably dozens of other games almost exactly like this, and effective marketing may create popularity, but in time people will always gravitate towards games that make them feel better. Games that treat them like their time and effort are worth something. Games that aren't made to be frequently, randomly disappointing for seemingly no reason.
The mission system is a wholly bonus system to have something to do with your spare Crusaders. There are events often enough that you can recruit and gear Crusaders there, and have your own strategy based on the Crusaders you do own. Then whether or not you get a Crusader through the mission system isn't so bad.
Consider the chance to fail on Missions from the player's perspective. When progress is randomly denied with regard to microchallenges, such as drop rates, it motivates the player to try again. But when macrochallenges have a chance to fail which the player cannot avoid nor prevent, it serves to demotivate. It creates a negative feeling of meaninglessness in the experience of playing the game, leaving the player to wonder how long it's going to take to make any progress, if the game will even ever allow it, which isn't by any means guaranteed. Why purposefully foster negative experiences? Some game developers get criticized for thinking this generates more profit through their microtransactions, but you know better than that... don't you?
He's a very silly king indeed. This takes places in a part of the world's history when a great change was imminent and there was a lot of turmoil and chaos everywhere. The Western Kingdom (where this game take place) is actually relatively stable compared to other places, but it's definitely far from idyllic.