damn wish there was a high score... just made it to mars in 13 days on a run with over 25000. Also wish you could continue after that, I would have liked to finish the upgrades.
I think an awesome addition would be damage mode, where you do damage based on how hard the head hits, and levels last ten seconds or something. Adds some dimension for trying to protect yourself after a hit, evens out the time when you are both about to hit but one is a millisecond closer, and makes those really hard hits even more satisfying. And the time limit would help with the little stand-offs.
Challenge for level 7 gave me some trouble. Combat was no problem, I could just never get Becker to all 5 files and out the elevator in 15 turns. I spent quite a bit of time trying to figure out the optimal path for him. Throw in an acid patch or two and I was pulling my hair out.
One thing I'd like to see is making it easier to differentiate between the tiles when they aren't in your movement range. Maybe an option to give them a slight border, easier to see the grid? Would have helped with all the movement space counting I had to do.
This site is the best I found for listing words with letters that don't need to be next to each other
http://www.design215.com/toolbox/wordfind.php
put the letters in the 'contains' field, and select the 'any order' box. contains wk, in any order, and ends in 'ing' gives a nice list for that objective
How does the timing work? It seems like most of the time when I reach a new level (100m, 200m, etc), I get 15 seconds added, which does not seem like enough. Last game, though, it seemed like I was getting almost a minute at each level. Is there any kind of multiplier or effect on how much time you gain?
A few possible dynamics with corresponding themes: square size (and point value)- representing compatibility.
duration- longer you spend with a certain square, more it grows, giving you more points. perhaps with a declining growth rate.
lost loves- if you don't interact with a certain square, it slowly fades.
coexisting- other squares bounce off each other.
So you end up juggling a few conflicting drives. Maybe you start building up one square from medium size (5), until it get's large (9). Then another square appears, size 7. Do you break away from the size 9 you've invested time in for the chance of growing size 7 even bigger? If you grow a big square, it will be more likely to send smaller squares bouncing away, reducing your chances for the multiplier. If you spend all your time with one square, other squares fade away.
Of course, adding complexity could dilute the simple and and soothing nature of Love, just so you can score more.
Ok I'm done, too many layers of metaphors.
Comments: I enjoy how it seems the more love you experience, the slower time feels. That's relativity! If you don't like the situation of your potential loves, you can pull back completely and try to wait for the best opportunity, but that can be dangerous. Also when you are juggling many loves, a slight twitch can break your connections and send these past loves hurtling at high speeds.
Picked Wildcat, maxed out the attributes for dehydration and entropy, then armor skills. Pretty much easy mode as soon as I got dehyrdation, seems like the effect stacks, so if the first shot didn't kill them, the second did. That or entropy were one shot ko's to 95% of enemies, including Waizer.