@Maurog: Um, this is written by the same studio who did Faerie Solitaire. From demos I've seen, the games look completely different and, in any case, accusing somebody of stealing their own work doesn't make sense.
This is quite a nice solitaire game but I feel there are some balance problems on the last two courses. Of course, all solitaire games require a good measure of luck but the last two seem to need a bit too much -- I needed five or six tries at each. Also, the odds are slightly against you because on every hole, your score can go down by five but can never go up by more than four.
This really needs a way to restart a course once you've messed it up. I'm 15 over par with two holes to go so there's no way I can make par overall. But there's no way to abandon the round except for restarting.
Oh, the par score is the target number of cards to leave at the end. I guess I thought the target was always to clear everything (i.e., get the ball in the hole) and the par score was based on the number of cards turned over from the stack on the table.
"You must be at least level 6 to pass this gate." WTF?!? It's the last gate on the frickin' level!! There are no more guys that I can kill to level up. What, exactly, am I supposed to do now, Mr Game Designer?
The next button has to go -- it just makes for too much clicking. Look at Microsoft Hearts, for example. The way to do this is to have an option to play the cards fast (say, one every half-second) or slowly (say, one every two seconds), without making the user sit clicking all the time.
I was trying to do level 12 exactly as in the walkthrough but, every time, the first grenade only kills one of the bad guys so I have to use four shots (target three). :-(
Some of the levels are quite a bit easier than the level designer thinks (at least, going by the 'gold' score). For example, level 22 can be done in four shots, against a target of seven, by *not* shooting the block of glass the two pigs are standing on.
Oh my god, the tedium. It takes about fifteen seconds to buy a drink and give it to the girl. And you need to buy twenty-odd of them. Aren't computer games supposed to be, you know... fun?
The musical part of this game is absolutely fantastic. It's a brilliant idea and I'm really enjoying playing it. But it's such a shame you bolted it onto a hidden objects puzzle. I want to be playing the music puzzle but you're making me click all over the screen to gain permission to do so. Ugh. It's hard to imagine that part of the game appealing to anyone who'd like the music part.
Oh, I see. The reason my upgrades were disappearing is that, if you lose a province, you lose all the upgrades you bought while playing it. That sucks *hard* because it means that bad upgrade choices early on completely sink you -- you can't grind levels to earn back the money you wasted on stuff you shouldn't have bought (but bought when you didn't really know what you needed). Instead, you just get stuck in a position where your party isn't good enough to win the later levels and your only option is to completely restart the game. I'm sorry but that's seriously shitty game design. Come on, Nerdook. You can do better than this.
1.0.2 seems to have improved the responsiveness of the controls to a decent enough level. Thanks or looking into that and fixing it -- it's great to see a developer respond so quickly to problems raised by the players. Unfortunately, level 3 is so frustratingly hard that I'm still not interested in the game but, hey, there'll be people who don't like it whatever you do. I look forward to seeing more of your games.
So, basically, it's K.O.L.M. with a pig and laggy controls. Even in low quality, I'm finding it impossible and I think there are fundamental design problems, too: for example, it seems to be impossible to turn around to face in the opposite direction without moving a little. That makes all kinds of things really hard to judge. Sort the controls out and it'll be a winner.
Thanks a lot for that! : )