Meh. The towers get very expensive after you've built only a few of them. The $400 marksman tripleshot upgrade is a huge waste of money because only one of the shots is targeted (if you're lucky, the other two will hit something; if you're not, they won't). There's no way to start a wave early or block off paths and force enemies to your towers. Upgrading warriors is during a wave is impossible because they keep moving while you're trying to click on them. Upgrading in general is expensive and doesn't have a massive effect. Stealthed enemies are too powerful because only the champion and highly upgraded units and towers can see them. And is it just me or does fast forward not actually make things move any faster?
Well, for the first time ever, I thought I knew what a picture was before I finished it. 85% of the way into the first one of level 3, I thought, "Aha! It's Count Dracula!" But, no. It was just some guy in glasses. (Seriously, though, blank out the central 9x5 region except for the nose. It so looks like Dracula. What do you mean Dracula would never wear a blue tie? Shuddup.)
Nice game but the user interface feels rather clunky. Something like shift-clicking to mark ships would be really helpful, I think. Or a hotkey to change between water, ship and eraser. (Or both!)
The red/green triangles should be removed because they let you cheat, as long as you're not colour-blind. You can just try the possible positions for a row or column one by one until you get the green light. That would take forever if there were lots of blocks in a row but it's quite feasible if there's only one block. The user interface shouldn't be giving away this kind of information.
This is a great idea but I think you need to work on the game's balance. On only my second go, I got 38,880 points and, to be honest, it had got pretty boring from about 15k onwards because nothing new was happening. I didn't feel like I'd 'mastered' the game but, at the same time, it felt like the game would never end. When it did end, it didn't really feel like I'd done anything wrong -- just like bad luck. And, in the end, it seems like I'm just being set up to fail because, in the end, you'll have to lose because you'll need more points per row than there's room to score. So the player's 'reward' for becoming skilful is that the game becomes literally impossible. But, if you fix these issues, I think you'll have a real winner.
So, what you're saying is that you saw Picma (search for it on Kong) and you thought, "What this name needs is a super-clunky name, fewer levels and big, ugly purple bars in the user interface." I think you were wrong on all three counts.
And if you'd told me that I'd play a puzzle/adventure game for a couple of hours and then it would turn into the worst ever laggy-controlled platform thing, I'd have just said, "Oh, OK. I won't bother then." Bait and switch really doesn't go down well. *raises finger*
The Atlas Armpit game is just terrible. What were you thinking? Let's face it: the game of "click on the green squares in a 5x5 grid" has to be trivially easy so anything that makes it even slightly difficult therefore has to be something wrong with the game. In this case, clicking on a square often does nothing at all. Why? Also, it's inaccessible to colour-blind people.
Are you *trying* to get everyone to ragequit with the sneaking-past-the-palace-guards minigame? It's bad enough that the 'game' is maddeningly difficult but the fact that you have to skip the outro sequence, re-enter the building and skip the intro sequence every f***ing time makes it completely f***ing infuriating. You know, a 'try again' button just might be slightly useful? Such a shame because the rest of the game, so far, has been seriously good.
Having earlier criticized the levels for being too easy, it's only fair to say that I found most of the last six to be spot on. The solutions of those ones need a bit of thought but aren't crazy-difficult.
Nice music and beautiful graphics but the game play is just too simple. So simple that the game should be renamed "Blatantly Obvious Energy 2" because that's what all the levels are. The only subtlety is the annoyance that receivers blow up if they get too much energy so you occasionally have to shuffle things a bit to deliberately "waste" some. Getting the difficulty curve right seems to be one of the hardest things in game design -- you have the basis of a great game here but the levels need tweaking so they're not all so easy.
OK, so I was a dumbass and misremembered the sheriff's instructions about what to trade. Thanks to the person who pointed that out to me. But my point still stands that the game should be keeping notes like that and calculating things for me, rather than making me reach for a pencil and paper or rely on my apparently suspect memory.
This is a fantastic concept but, for me, the execution is letting it down badly. The interface forces you to use the mouse for everything -- let me type in numbers! You're forced to work everything out in your head: divide the distance to the next town by your speed to work out how long it'll take to get there (do I stop at night? Who knows -- I've only just started playing!); multiply that number by your water consumption, food consumption, forage consumption, ... The game could do most of that for me. And I'm pretty sure the sheriff lied to me. I'm sure he told me to take leather to Drushlak and, now I'm there, I'm pretty sure that the price they're offering to buy my leather is *less* than what I paid for it in the start town. Or maybe I misremembered? Again, the game should be taking notes for me instead of making me write down everything myself.
we took the time today to upload a new version of that game with darker red tiles and lighter green tiles. should be fine for colour blindness now.