Since the angle of the ball never changes, and the game starts over every time you die, each game plays out exactly the same. The blocks will always break in the same order, the ball always lands in the same places, and there is nothing you can do to change anything that happens, apart from missing.
You have it backwards. Instead of carrying over a letter cluster every time it's used, the letter clusters you use should switch out while the ones that you don't use stay.
You should be able to completely block off enemies with barricades, and enemies should be able to smash through them. Also, enemies in a given wave should not all take the same path. There should be three paths that enemies split up and take: the shortest one (barricades and defenses be damned), the quickest one (avoid barricades as much as possible), and the safest one (avoid soldiers and traps like the plague). This way, instead of creating defenses that would only succeed against a retarded gibbon, you have to create thorough, field-encompassing defenses that will catch every enemy no matter what he tries. (And for this reason, everything should be at least three times cheaper.)
Ace all levels on Normal and Expert? But the only difference is that you get one less porcupine on Expert. If you already aced it in one difficulty, what's the point in acing it again?
You know, it's my own damn fault for playing this game and actually expecting the people who actually created this lousy thing to not be lazy enough to forget to make a victory screen after reaching 100% completion.
It's an odd game. Good concept, but the execution is merely okay, when it could potentially be fantastic. It would be great if you had a "hand" of five buildings from which you could choose to build. Also, the buildings that you're dealt should not be completely random, but instead given weighted probabilities based on the city's "demand" for certain facilities. Small bars at the bottom of the screen, displaying such city-wide statistics as "average income", "crime rate", and "trash output", increase and decrease as you place buildings, and as they change, the likelihood of certain buildings appearing changes as well. So, if your crime rate gets too high, you'll start getting more jails, and if your city produces too much garbage, you'll get more landfills. But keep the bad stuff down and the good stuff up, and you'll be less likely to get red-tile buildings, and more likely to get blue-tile buildings.
I realize that this game was made over 4 years ago, and that you've improved considerably since then, but the interface design is absolutely horrendous. Everything feels so obtuse and disjointed, and I can't stand it for more than 15 minutes. Please hurry and finish Caravaneer 2, so that I can get a micro-management that isn't hell to play.
It's a bit strange that you don't have to complete the level in the same run that you collect the A. But I'll take what I can get. Also, WOO, LEVEL 50.
This game is stolen. It's a flash hack of the real game that was a 2009 IGF finalist. There are 5 working rooms in the real game. http://kranx.com/en/our-projects/musaic-box/. Let people know. After voting this comment up, go into the "all comments" section and vote up all the comments that say this game is stolen.
I'd like to be able to change the adventurer's priorities. For example, "Quest" would make him act as he does now, crawling through dungeons until he completes his current quest. "Money" would make him return to the shop every time he filled his inventory. "Grind" would make him go to the hardest feasible dungeon for his current level and stay there until he needed to return to town. Also, a checkbox marked "Hoard Gold" which prevents the adventurer from spending anything until unchecked.
While I enjoyed the intro and outro, I felt like the game itself had a completely unmatching theme, which took away from the emotional impact that it could have had. In fact, it seemed like you developed one game with an entirely different theme in mind, then clumsily changed some of the sprites and sounds when you decided to take it in a different direction.
not entirely true but unfortunately I agree with it. the gameplay seems disconnected from the story. that's one thing I'm trying to work hardly on my future games. thanks for the feedback
YOu see this: http://www.kongregate.com/games/Bikou/sopa-the-game?acomplete=sopa