Cooldown timers? Here? Really? Sigh... nothing kills a game for me faster than being expected to pay money for the privilege of making the game go faster. It's a question of value; I'm not buying extra content, I'm not paying for the game, I'm being held to ransom by the developers. (Also I find the 'build a village' upgrade system both unnecessary and unfulfilling. I'm going back to Bloons 4.)
...Dude. Type 'Password' to display your password?! I mean I know Government computer systems are typically about as secure as Paris Hilton's knickers, but really?
Suggestion: I get really sick of listening to my mouse click when buying a large number of businesses in one go. How about having an option to hold down the mouse button for a second and then have it repeatedly buy that item at a rapid rate?
I wish I had this guy's metabolism. Turning a large wheel half a revolution suddenly has the same effect as three months of Atkins and a masters degree in Zumba.
Damnit how did you manage to choose two pairs of colours that I can't tell the difference between? Any chance of a custom colour selector for the colourblind?
I found it quite monotonous, but short enough for it to be worth playing to the end for the mildly amusing comics. All-in-all a rather mediocre eat-em-up with strong Katamari Damaci influences. I think it would help tremendously if there were no individual levels, just a smooth transition between size categories - grey goo stays the same size, everything else gets smaller so that you have a better sensation of growing gradually over time.
Pity I was hoping for another one of the classic Infectonator games. This is just a stereotypical one-button runner in the style of Canabalt and heavily inspired by Jetpack Joyride, but without the slickness of the former or the variety of the latter. Also the speed of the background's motion made me feel motion sick.
The first thing I want to know about a tower is how it attacks the enemy. What damage does it cause? How long is its range? Does it have an area of effect? I do NOT need to know WHERE I FRIKKIN' MET THE TOWER! Guys, if you're going to use tooltips, put something USEFUL in them!
Needs at least some kind of 'death' animation. The short pause in destruction that this would cause would also create a bigger incentive to move onto the next larger target. With instant death, there's not much point moving on until you're killing the current target in two shots or less.
Interesting concept, but there doesn't seem to be much correlation between what a particular upgrade costs and the amount of additional profit you get out of it. There's barely any point to buying the brick buster mini game, let alone upgrading it all the way, when you could have animal jumper or lawnmower instead, both of which seem to generate ten times as much profit for the same expenditure
I can see why people think the auto-snapping makes the game too easy, but it does make the manipulation of complex chains of shapes a lot easier. Maybe you could offer three difficulty levels - Easy with auto-snap, Hard with no snapping, and a Medium difficulty where the player can lock a piece in place by clicking it rather than dragging it?
Thanks for the feedback everyone! Your solution, seems like best solution for this kind of game. However, the problem with manual snap is that old adobe flash players don't support mouse right-click button. And adding keyboard as control for a very simple game seems too clunky. Another problem with manual snap is players locking themselves into wrong solutions. Also locking 1 part would cause all connected chain of parts locked together which could add even more clunkiness and frustrate players. I do agree that the game is too easy and if i ever decide to make Shape Fold 3, i may consider adding difficulty options as you suggested.
Good idea, but we currently dont whant just to copy snail bob's mechanic with start, I think we will add sometihg simmilar in future.