Best "programming" game yet, fun premise.
Stuff is hard to figure out, like how do you get the cannon to reload? The pressure drops, does it have to stay low for x seconds?
But it's fun experimenting, figuring it all out.
Nice first game, level design is where it really shines.
A little proofreading would make things feel more polished. (ie - "You're" = you are, "your" = possessive.)
To see this, however, you have to look at these games for the approach they represent, beyond the content which is presented (as cute as it is).
Imagine if, say, in HL2, you played through the game as *every* character before you saw the ending. Then, you could go back to any character's experience of any chapter, and play it through in a different way, to see how it affected the ending to the story.
That's just one idea, once the community of designers started approaching story this way, the potential to shift the way stories are told in games is unimaginable.
These ideas are laying a visionary foundation for what games can become.
The best designers in the field right now are bouncing between sandboxy games and 2-3 multiple paths games, all to add some semblance of story interactivity. These engines are jumping four steps ahead, moving away from the notion of player-as-character towards player-as-storyteller, making the stories completely interactive.
The potential for this approach to shift how games tell stories is unimaginable.
I'm stuck on a level where I'm fighting a bunch of mechs, but I don't get a laser. If I focus on them, I run out of ammo, and everyone else overwhelms me. If I ignore them, they shoot rockets at the base.
I'm trying to play for the badge, but more and more it just feels like pounding my head against a wall.
Here's why this game is better than DTD:
Instant upgrading gives you more control over the game, steep acceleration of income and costs makes you feel a real sense of advancement during a level, (or just makes the treadmill of power steeper?), so you're not just waiting for the level to end. Graphics are brighter.
I *loved* DTD, but this is like DTD, except with more fun and less suck.
It's kinda odd to see a game in the lead for the contest when the game has its own revenue stream, since you can buy a full version of this. I want to give it 4 or 5 for the game itself, but I don't want to give contest money to this when other folks are putting all their hard work out there for free.
Ok, I just failed the 14th lawn a few times trying that strategy.
I think the idea was that failing to mow the 14 lawns was expected, and you're just competing for money.
But that's a pretty hollow goal for completionists, like everyone on K.
It was an interesting idea to test out, and I don't think it's poorly executed, but the game just turns out to be tedious and alienating.
I don't think it's so bad, you just need to shoot for the $100 lawn right off, restart if you miss it. That makes the later strategy suddenly interesting.
I thought the art was clean.
Could use a "give up" button to let you restart your 14 days.