"Already waiting to switch". From the world map before my guys were all dead, from a map I seem to have clicked onto without realising. While playing said map, several minutes later I found myself suddenly looking at the world map again. So, no save, and difficult to change maps when you want to.
Doesn't save for me (XP, yes I know, FF26.0 (the others are all crashy) Flash updated Monday but this will be irrelevant beacause I can't find any Flash and you'll be using JS/HTML5/CSS, won't you?)
Ok. No saves for me. At the end of my game before this, I was building huts with no population expansion. I wasn't able to assign idle workers. Battle wasn't updating; health bars not moving, world sector animation does work and trimps lost/loot are listed in the log. I am anjoying it, but it does seem that some real estate could be saved. I'm at 90% and I can still see pretty much most of the screen, but no chat, and that's the reason many player come to Kong. No enormous lag issues, but the game is pretty resource hungry regards CPU but is fine with memory, so yay.. :) But yeah, having to use the export code to save is a bit pain in the arse-y.
There's no way to cancel a build if you click the wrong square. No instructions on what the towers are or their effects, or what the three symbols in the centre of that circle thing is. Get some info in there and maybe you've got the start of something. People aren't creating TDs any more, so well done you :)
Some criticism, and it's given to be constructive. The game's very light on for content. Nothing upgrades and this makes each bought item of only limited value. Text in text boxes and tooltips is illegible, none of it is readable. It's managed to be laggy even at low graphic quality. You've obviously done work on the graphics but the rest of the game still needs work.
Yes. I sent an email to Kongregrate seeing if I can increase the game's size to 1024x768. That would make the text at least legible. Items are upgraded via qty. So coils upgrade with every purchase, cannons upgrade every 5 quantity. This doubles their power. Also there is special red buttons that you get later. I'll see if I can post the trailer to show those.
You can see the red buttons and how they are used in the trailer: https://www.youtube.com/watch?v=OkbdC5-fCVE
Also regarding the slowness. This is a mobile game designed to use a mobile GPU. From what I've seen this should also be using your computer's GPU. But there could be some issue from preventing that happening. I'm kinda new to using this "direct" method on here.
Crashed the flash player. Game so huge browser had to be resized to 67%. There's a lot of white space in those images and that's what seems to be revealed first. So much for perfect scores.
* Choice of English subtype/spelling? * Even as an EFL/ESL learning tool it would have little value as many collocations used here are obscure or not in common usage and some have no place in day-to-day life. Teachers, with limited teaching time and students' limited memory, generally teach language that's most used, which is why hello, goodbye, please and thank you are lesson one. Useful from the start :) *TL;DR: Too much American English; obscure collocations; low/no replayability. Sorry. :(
Thanks! Your comments are very helpful. The game was not intended as a teaching tool, and I wouldn't recommend using it as one. This is for more advanced speakers of American English. That being said, it's great to see that you made it to the end! More puzzles will be coming soon.
* The spelling is American English, and the collocations are similarly biased that way, eg: water pitcher, apple crisp, cell phone, radio advertisement/college radio (most of those completely unknown to non-native AmE speakers). Much of the world doesn't learn AmE, we have regional dialects or other major forms of English. The Indian subcontinent, for example, means there are around a billion speakers of Indian English (essentially British English). * You would need a lot of these puzzles to get any real play time from this game. Player submitted puzzles perhaps?
Great comments!
Unfortunately, due to the nature of the puzzle, I had to make a few choices that would make the game difficult for non-native speakers. Because the game is based on phrases and not individual words, limiting the phrases to only the most common ones would make very few puzzles possible. Also, as you've already noticed, this game was made by someone from North America, meaning that the puzzles will be biased towards North American phrases.
The good news is that there actually are a lot more of these puzzles waiting. As of this writing, I have over 200 total puzzles that could be placed in the game. I just started with the first 50 to see what the response from the first players would be like.
Sorry about that. There are two different builds of the game to accommodate Unity Webplayer support, and only one seems to have Mute working. That'll get fixed this week.
While players at Kong don't mind the odd unfinished game, we don't want all games to be at early alpha stage. When you release here, it's public release. Imagine you'd paid for this game. Would you be disappointed? There is a group of you. Play it among yourselves. Use as many browsers/OSes as you can. Throw ideas about, see what works. Make sure all known bugs are fixed. *Then* release publicly.
Not a bad game. Needs work on text formatting; it overlaps on the evolution screen, pops out of boxes on the main, scientists and achievements screens. Consider using short notation for numbers, and remove "thousands" altogether. It's unnecessary. Pacing seems to be very fast, but it's nice to have a game you can complete in a day rather than a few years :D
Mikey, PM me with your email address and I'll send you my screenshot. There's nothing to click in the game, absolutely nothing. My save has been lost, and because the "full screen" loaded from your domain, I've lost my save there, too. The reason I stopped playing this game months ago was because when you've got all the "buildings", loading in the images took so long it crashed my browser. If you're going to use thumbnail images, make them 60x60, not the whole massive 2100x2100 thing. If you try and load all of those, plus the game mechanics at once, it goes Pete Tong.
Thanks, This is still a work in progress so your feedback is greatly appreciated. hopefully I can add this very soon.