There's a bug. I have had situations where I was trying to kill a convict, but it trying to do so, kill all the other zombies. When all the zombies are dead, he acts as a survivor. If I leave, I find that I have a survivor with the convict's name in my party, and if I return to the area where the convict used to be, a new convict has appeared.
There's a bug...
Some time during the middle of the game session, I pressed space right around when the countdown for the round ended. My first deer was launched, but he stayed next to the helicopter, unmoving, frozen in the air. Because he's still in flight, I can't launch the next deer. I'm stuck.
All right, now that the game is behaving properly, it's time to push the envelope a bit. As it stands, there's very little to the game except for run around, kill zombies, and eliminate locations. I know how you like to encourage thinking in your games, so perhaps you can make this less of a needle/haystack situation and more of a thinking man's zombie mash. Also, you like in-game (not Kong) achievements and high scores. A complaint would be that the final score display is a bit too fleeting. It's quite atmospheric, but perhaps you could provide a final screen that displays the game statistics neatly so that they have time to sink in.
As you learned with Cluesweeper, there's always room for improvement. But I look forward to the improvements you will make on this quite interesting experience.
The game is much easier to handle once you realize that you CLICK TO EQUIP THE OTHER WEAPONS. You begin the game with all the weapons and ammunition for them. And it isn't impossible to get kills for the knife if you soften the zombies up first. I haven't gotten well rewarded for strengthening the knife, however.
I would like to push for harder difficulties. It isn't difficult for me to get all of the in-game achievements in one sitting. Playing normally today, I got 13 of the 15 just playing to the finale the first time, without replaying any level. The remaining two were the other quick thinker achievements, and those were simple to get. Perhaps larger boards are necessary... At the very least, other things can be polished, like the random generation of characters resulting in odd combinations.
I played one path and it pained me to see names that never existed in japanese and horrible mispellings.
Daimyo is the accepted romanization of (one word for) feudal lord.
Tsi is not a syllable that exists in japanese.
Otherwise, the gameplay is actually somewhat subtle for such a simple mechanic.
Many people are going to complain about the control scheme. And it's clear that your conception of the game is one that doesn't cater to much micromanagement.
One simple request: a pause button. Not on tanks, on the game.
Erm... uh... if you end a level (by dying or completing the level) in control of the ship with purple shields, should the next level spawn one at the start along with you?
So for the story mode, if you complete the finale and then click the shop button on the case solved screen, you end up not seeing the game over screen. I don't know if this is an intended bypass, but I thought you should know.
If the story is going to include briefings from an actual character, there should be a full fledged ending and/or beginning sequence.
30 cases and $6673 before I just took a random guess to end the session. The endless mode should have some kind of difficulty ramp, so as to make it more of a challenge than an endurance test.
And that's all the achievements.
The game calls for further depth.
Once the game is understood, it doesn't take so much to finish the game in the minimum number of days.
Perhaps something else should be the minimizing target? Or perhaps something should be a maximizing target?
Or something akin to a story? Proving people innocent and looking for a serial killer would be a gripping tale.
A game that attempts to create a story each time should be story driven. Have levels or something, man.
These achievements just don't mesh with the mechanic, nor do they artificially lengthen game length.
Also, I agree with prior comments that the board is too small for the number of clues that populate it.
Remember that on a standard 10x10 minesweeper board, there are 10 mines.
Potential for an EXCELLENT game if you just tweak it a bit more. And no one blames anyone for having a work in progress.