I like the changes you are making. I like that more than 1 flip gives credits now. More parts and more customization is good. Solid work.
Still needs some smaller fixes, like having fuel drain slower if not on throttle and slightly odd grip physics for wheels at sharp "corners" from the little I've seen.
That said, I'm a poor guy that can't spare 1 dollar, let alone 3, to support you, and already had my fill of this game. Good job regardless.
I like that you can control when you want your "run" to end if you want; rather than giving a powerup that bounces or launches up the object, we only get horizontal movement. Overall very nice.
Slow paced, hideous, limited, and overall clunky. The game also runs very poorly on top of the poorly explained mechanics. While I know what D&D is, having a working basic explanation of everything's meaning is better than having a link to something else that explains it all. If this game was made in the middle of the last decade, I think it would be alright. However, it was submitted here many years past that. Thus, to me, it's unacceptable.
Fun for the first few times. After that, extremely repetitive and slow paced. Would be better if rather than arming only a few soldiers with time to spare, you were arming as many as you can as quickly as possible until time runs out with good craftmanship being a bonus. Perhaps making cart weaponry on the side if you could go really, really fast for a cart damage bonus (only got far enough to start seeing fire enemies, and only unlocked the cannonball).
I understand this is not a true physics simulation, but there's 2 things that bother me. First off, as mentioned many times, fuel drains at the same rate regardless of acceleration. Second, I cannot force an unbalanced weight distribution to keep the front end from endlessly popping up when boosting. This becomes a very large issue on ridiculously steep hills, even if you have good upward and forward momentum helping you. Third, while I do notice a vast difference from level 1, shocks are too bouncy for a supposed 100% absorption rate. I did enjoy this game for quite some time despite these flaws though.
@FallenXxRaven: Just came back today to have my save vanished; got up to level 30 something hellstone. I haven't touched my browser history stuff in awhile. The only thing I could imagine happening is the cache becoming too large and the data deleting itself. But it wouldn't make sense, since all other kong games seem fine.
Final boss is the epitome of stupid. The whole fight is luck based. I lost 8 times before stopping my attempts to actually put some strategy in. After going back to random moves, I won.
I gave it about an hour. The numbers are truly too ridiculous. In the end, with no visuals at all, it doesn't really feel like progress so much as just plain repetition after a certain point. I am biased against idle games and games with huge numbers after cookie clicker months ago, and WoW/ Diablo 3 before that.
Levels don't always start the same way too. When you force players to get a higher rank to unlock better stuff, more randomness + less money per retry really becomes frustrating. Makes the whole game just tedious eyecandy.
Fun chain reaction type game. I absolutely loathe you for lowering level payout for redoing each level enough times though. I hate that I firstly wasted time on a level expecting to have massive money soon. After I realized it, I hate that such a silly timesink mechanic was thrown in. It's utterly pointless and not fun.
The only thing making this difficult is the cluster of colors. Being able to hide other colors at a time makes filling things in easier, even if a number is to be used by more than one color. To me, this is like a simplified sudoku. Still, all that said, it was a decent time user.
Good alpha. I hope to see more characters and more useful upgrades in a later build of this game. Rest upgrade is seemingly never needed. The amount of gold needed per year atm is also ridiculous in how fast it builds up. I could only ever buy the marble learning desk, and that put me 3 under 1 year.
I still wish I could turn off certain upgrades. I just want a group full of marksmen. I hate that they all shoot at the exact same unit though. Same issues as with your first game, and I'm remembering all of it now. Please actually implement ideas given to you in your first game.
Okay... been playing a ton of this, and I'm at the final boss. I must say, while I'm glad I actually have to do something, I'm not happy that I can't stop all the units I'm not directly controlling from getting destroyed by the boss. There really needs to be a way to (at the very least) stop them from moving on their own.
It's fun and looks quite great. However, as I run into the freezing quests and flash player crashing after quests (among other things) constantly, it is somewhat off-putting. Still, I enjoyed what I have put into it when it works.