Like when graduating? There is a Dog Technology that increases Medals on graduation. It says a generic "Tech Bonus" label, in case I add future techs or other sources that further increases the medal yield.
Let me say that, overall, this is a great game. I love the style and concept, but I don't love the controls. Even with a mouse connected, I found clicking in the proper intervals/positions while trying to also keep up with the correct arrow keys awkward at times. Perhaps one way to help alleviate the control issue would be to assign letters or numbers to the bells? There could be toggle options for movement (ASDF/arrows) and bells (number/key/mouse). While typically I'd agree with the suggestion for having a clockwise/counterclockwise control, for circle games, that would get difficult with traversing a screen consisting of a mix of upward- and downward-facing signals, and absolute insanity for crossing the circle grid of that one level. Speaking of, there could also be a level menu. I agree that the screen is way too big. One thing I must know ... what is the fly for??
Activating the generators through keys is in our todo list, it seems that you're not the only one attracted to this idea! Not exactly sure how it will turn out, so we'll have to try :)
The fly is our small attempt at offering a (very light) emergent story to the player; it can be released (or not), it can be distanced, it can even die, but if you keep it until the end, then there's a small surprise!
I'm sorry to say that I despise the battle style. It's really annoying that you have to pick your moves for all your characters and somehow try to remember which controls you'll need for all of them while trying to execute each one in succession. It's complicated further by the fact that you only get a single swipe or revolution to click correctly. There really ought to be a bounce-back (at least one more bar swipe the other direction) and additional revolution(s) to help mitigate the time lost with memory and control swapping.
The tutorial is really rather hard to follow -- I can't really read a tiny box of text in the corner while simultaneously trying not to run into things and shoot them dead. I believe a sample level with freezing for instructions on the specific thing shown onscreen (press a certain key to continue) would be more appropriate here.
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I mean, when you look really close, you can sorta tell that the "white of the eye" is really just a white spot on the book, but the other side looks like a floating pupil and it feels kind of sloppy that way.
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The click-and-drag scrollbar works great, but any minuscule trackpad movement or single click of the mouse wheel zips the selection screen almost all the way in that direction. I would expect a small movement or single tick to go one or two rows at the most.
I tweaked the scrollbar sensitivity a little with the latest update. Any better? <<EDIT>> Seems like the sensitivity is different for a mouse vs a trackpad. I'm working on a fix for the trackpad now.
A couple graphics issues: I'm not sure, but I think the category buttons don't line up (treat in particular looks a pixel or two off) and the monsters are missing a color fill in their frontmost eye.
This is remarkably well put together compared to most escape games. The art is realistic and consistent. The objects and clickable areas are clear. The controls are so, SO clean! I love it and wish everything was like this!
Some of the colors are absolutely indistinguishable. And I don't know why you'd give penalties for wrong fills yet make them capable of being removed. For these very short medal times, it would be far more doable if the finished rows would auto-x for you. Speaking of medal times, why only give one time to beat if there are multiple medal colors? I absolutely love pixel fill games and play them all the time... this one, unfortunately, ranks toward the bottom.
Skipping puzzles still does not account for having to execute all the correct actions at just the right time over and over again if, for example, you have terrible timing or just can't manage to kill a groundhog without getting drilled to death. Checkpoints are definitely a major point of contention for rating this game.
I can't recall if I saved the first time around or not. Either way, there were no markings. Now I've finished all levels available and have realized that you've combined two of my favorite games: Minesweeper and Picross!
I love this game and I wasn't even mad about replaying everything because I couldn't tell where the old levels ended and the new ones began. Minesweeper's always been an old favorite and you've certainly upped the ante in a big, unique, and fun way.
Like when graduating? There is a Dog Technology that increases Medals on graduation. It says a generic "Tech Bonus" label, in case I add future techs or other sources that further increases the medal yield.