I've never understood why anyone would make a game that was completely text-based in English, when English isn't even their first language. Wouldn't it be more sensible to make a game with a greater emphasis (or any emphasis) on graphics or sound design?
@flamewolf33: First you have to open the diplomacy screen, then click on one of the cities, then click "Attack", and then click the "Make Envoy" button. (What's that, you say? Taking an option to help establish diplomatic ties, and putting it in the menu that you use for planning invasions, is an utterly idiotic design decision? Nonsense!)
Using sliders to distribute your population and traders is the worst. If you want to actually properly manage your empire, you're forced to wiggle the slider around until it's at EXACTLY the right pixel. Also, if I had a nickel for every time the slider stuck to my cursor after I released the mouse button, I'd have rent taken care of for next month.
To elaborate on Smeedle's criticism, your character accelerates too slowly, has a top speed that is too fast, and decelerates too slowly. Lower the character's maximum speed to about 2/3rds the current value. Then increase acceleration to about 1/5th of the new value, so he reaches top speed in about a quarter-of-a-second.
Well done, players! You've finished the first arc of the story! But I have sad news. You must wait until 2018 to see the thrilling continuation. I'm so very, very sorry! But do not despair, players! You will surely survive the drought... or you could die.
Yeah, no. The game was already slow enough with the original Dragonball particles. But now you've made them a hundred times harder to catch. 1 star; I'm done.
A first-person shooter must have minimal response time. A visual novel must have a story worth telling. And an idle game needs to idle when it's on an inactive tab. If your game does not have the essential features expected of its genre, it's not fit for release.
Level 16 is where the game's cracks start to show. If your tiles are in line with a "becomes solid" block, then it stands to reason that moving through the block in ensemble mode would let the leading tile pass through, and stop the following tile. (Both just pass on through.) You would also think that if you can use ensemble mode to stop a tile before hitting a block, that you could use this technique to scoot one tile over, into a space neighboring a killer block, and still be safe. (The killer block still kills you.)
First thing was intentional and stands as one of the things the player needs to learn in terms of what works and what doesn't (it's actually a showcased concept in level 21). Second thing is another thing I knew about and even used as a path-blocking tool in some levels (like B1), although, yes, I can see how it can catch you by surprise and is sort of illogical (I might change that and reconfigure some of the levels affected by it in an update). Thanks for the feedback.
EDIT: Game updated and the second thing is fixed :)
Adjusted prices for mice and mouse pads.