Very cute, but there are a few flaws which could be improved upon - 1) auto-save, please. 2) If we mutate, please give some sign that clicking the cure all button did anything, and not make us wait until we close that window to see the results. 3) After mutation, the 50/100/200, etc increases per symptom are not available until after you pass the point you reached on the previous stage. This makes further steps harder, which is not alleviated by whatever improvements you spent your mutation points. 4) What causes the critter to upgrade? I see something which looks like leveling up, based on the bar at the top, but there's no where to tell what overall level we are, nor what effect it has on anything.
These are a few things off the top of my head. Still, the overall look and feel of the game shows great promise.
I liked all the different type of puzzles, but without a walkthrough, there were too many places that were just too dark for me to even tell anything was located there to click.
Excellent adventure. For those who haven't played yet - 1) be sure to observe the scenery in close detail. 2) If you found something and don't need it yet, manually add it to your inventory.
The line about the sheriff runs past the edge of the text box. Also, I was surprised that upgrading the pickaxe didn't increase the power on the miners as well as sheer numbers. Overall, not a bad little game.
Thank you for your feedback. I will correct the line as soon as possible. As for the miners, I planned a new way to upgrade them in the sequel that will change their stats separately and will also be influenced by the pickaxe. I would have to remake the whole system to change this, which is quite time consuming.
Edit: the line bug is fixed.
Is the decaying value of the monuments meant as a social-economic criticism of the modern world's drive for cash, even when it causes more and more of the consumers and the workers themselves to be unhappy?
Now you have "tech points" for this