It's beautiful and stylish, but it's not very fun to play. You have to do things in a sequence that don't always make sense, the puzzles are sometimes very easy, sometimes impossible to guess, and there's no consequence for failure. While it has enjoyable elements, overall I'd compare the experience of playing this game to that of talking to a ditzy, but pretty girl with a lot of makeup and a fur coat on. Sure, a lot of work went into it, and it's really nice to look at, but it'd be a lot nicer if there were some substance there too.
I just wish I had known I could sell animals at the outset. That's the key to winning. Note: if you sell animals in the lab, you'll make less per unit, but time is frozen, so you can do it in bulk without losing time. Got to 100% popularity, 3 showrooms, and the Kyuubi by April this way.
Great fun, not too hard, not too easy. There's a bug. If you get the gangster, and then the water bottle fills up while you have the gun, you can use neither and Bieber freezes. I noticed you made it impossible the other way around, so good catch there.
It would be really cool to be able to see the level, but I see why you wouldn't want people to be able to screenshot that, it would ruin the fun. Although it's also possible to screenshot each color and overlay the images. Not that I had to do that, or anything.
Actually, I think the current system on the collection levels is great. If you think about it in terms of game mechanics, instead of 'some abstract dipshit purpose that exists only in my head,' they function as a way for crappy gamers like myself to farm exp for the later levels that are damn hard to beat. If there were a cap on the experience you could get, as there would be if there were a timer and you got bonuses for doing the levels fast, there'd be no way to farm exp in this game. Please don't change it, developer.
I don't think anyone's ever gonna do better, faster, or harder than Canabalt, but this certainly gave that game a run for its money. I'd say it was beaten by a nose, but then I'd be out of racing references.
I think what you were going for here was a beautiful, serene game. The music is good and not too overpowering, the scenery is absolutely gorgeous and really shows your skill. The gameplay is not as progressive as it could be, but you made it pretty clear that you had something specific in mind when you made this, and you definitely created a stunning story. Interesting to play. ^_^
Floor 339, and I think I woulda done better if I had started this from the beginning:
For those who like to be all mathematical and shit:
Looking at the other comments that posted the level they achieved, I think the easiest optimization formula to visualize is (100+bonus)/current value. If you want to bother to compute that for each of the four stats, the one with the highest result is the one you should put your points into. I don't know if it matters which class you choose. Here, bonus is input as a percentage, so 76% goes in as 76.
Oh, and always choose the cheapest upgrade. If two are the same price, choose the one you have the lowest bonus in.
At last! You made the minesweeper fusion game I've been waiting for. Many have tried before you, but none has succeeded. This is the perfect mix of action, zombie panic, and minesweeper goodness. (High) five.
This game is beautiful, atmospheric, and quite polished. Props. In terms of gameplay, though, how is this not Drug Wars, but without the excitement of fights? It's like "Work: The Game." How did this get 4 stars?
Its not bad, it's fun, and I thank you for putting the work in to make an educational, fun, challenging, and simple game like this. I really like the aesthetic. It needs a little editing for content, however, some of the answers are simply wrong. I ran across two or three in a single run on 'synonyms,' the one that I can think of is 'stay' as a synonym for 'conclude.' How 'bout 3.5 stars?
@ postal638, the game is definitely beatable. Concentrate on getting the first chain upgrade first, then the energy and mini coil in whatever order. The key is to have the minicoil upgraded enough to take the majority of ground enemies. First level takes out infantry no problem, second level takes out those armored infantry. Max it to take out minitanks. Then just let the lower level enemies through to conserve energy. The minicoil does your work for you without using energy, and the chain helps a lot. You won't really need the 7-chain till close to the end, if at all. Don't bother upgrading max health unless you've got everything else, it doesn't help you kill things faster. Do re-up when needed, it's cheap.
Props for the subtle advertising. I don't know how you got your sponsors to settle for that, but I appreciate how the game took center stage, with no annoying clickables in the playing area and no in-your-face super-hi-contrast logo. Also, music gameplay and concept all awesome as hell.
Please rate up if you'd like to see the minions made transparent so they're not so easy to confuse with enemies. Could they be put in the same layer as the planets sliding by in the background or summat?