I am somewhat insulted that there are no red numbers surrounding me as I move about the map. I mean, I am *clearly* the most dangerous thing on the map! :D
Ah, to add to what Liolei said about recovering your save, to make it work, I had to make a new save game (make a new char, do tutorial battle). *Then* doing what Liolei described worked, I got my save back. Didn't work before I made a new save and replaced it, though.
This is going to sound odd, saying this, but it's nice to have a(nother) physics/placement game where, when nothing is changed or moved, the ball does the same thing every time you try...
Easy xp, easy on the ammo, easiest way to deal with spawn points: Give everyone Assault Rifles, and stand on the immediate diagonal to the spawn point, and keep Guard up. Your guy will stab (kill) every enemy as they arrive, and can continue doing that until the enemies either stop spawning, or you can move your Heavy Marine into position. Being on Guard *just* around a corner means you stab melee enemies as they turn the corner, too.
So, the only guy in the factory who isn't in the Party Room is you... Does that mean that you're the jerk who hit the "Don't Push" button, and now has the excuse of "saving everyone" to play with his paint gun?
some of the data given for any given company is not explained. For example: "Outstanding: xxxm". I would think this is the total number of shares available to purchase, but managed to buy 156,717,555 more shares than a company with "Outstanding: 500m" listed. Is it supposed to be outstanding debt? If so, how does that affect anything (in this game)? Payout% seems to be dividends paid, though i don't recall the tutorial even mentioning that. Oh, and there's no 'time limit', I see. I found it extremely easy to go 460+ quarters (115 years?!?) without any sort of penalty. In other words, the idea is intruiging, but much more needs to be done to make it into a real game.
Thanks for the comment. I meant to address that before releasing it, but it fell off the radar on accident. I changed things so it isn't an issue anymore.
"Squash a Rocket Rider while piloting a plane"? "Break a door while cotton candy (sweet impact)"? Yes, I've done these things, but now, at your leisure, I have to do them *again*? I realize this is the new trend in games for awarding achievements, but frankly, I *hate* it. I've hated it in every single game that's done it. Every. Single. Game.
The overhanging branches in the 1st swim training are near impossible to see: they blend into the background too well. Also, I think it's pretty chintzy to have the guide duck of the 2nd fly training fly straight through obstacles.
Game's really easy, pathetically easy to be honest. Can't rate it high for that, as it wasn't a whole lot of fun at the same time. Also: it's rare that I'll lower a game's rating simply for the chosen name, but I'll "make an exception" for this one.
The only thing I can say about this is: "There is no incentive to play the game, in it's current state (1.0.1K)" Really, it feels as though I am being punished for choosing to spend time playing this game, instead of something else. Reasons why have already been stated by nearly every prior commenter.
Quest collection would be *far* more enjoyable if I simply got them when I fulfilled the requirements, instead of only beginning to count/check for requirements in the order you/dev specifies. As it is now? Way too much tedium to be worth my time. I finished the game, but 52/100 quests is where that number will stay.
That's not friction holding the blocks in place, it's like they're all covered in *glue*! Well, except the penalty blocks. There's nothing slowing those things down. >.>
Thanks for the comment. I meant to address that before releasing it, but it fell off the radar on accident. I changed things so it isn't an issue anymore.