If a housing development has multiple exits, the path finding AI is apparently not involved in the decision of which exit cars actually use. I can tell because I had a situation where one exit was not connected at all to the people's workplace, but every single person in the development chose that exit. (Naturally until I reset the level and came up with a different solution.)
I agree with other commenters that this is really more of a puzzle game than a simulation. That's okay, since I like puzzle games, but the game title is a little deceptive.
It's sometimes necessary to place the pieces very, very precisely... more precisely than the UI shows. The controls are good, but if when a piece is blocked by so narrow a margin I can't see it visually, then I don't know which pieces need adjustment except by trial and error.
The puzzles all seemed very simple, and the only "challenge" comes from the attempt to create a frantic mood. Timers aren't always a mistake in puzzler games, but no one wants to solve puzzles while feeling under a clock which is already running out before our character is even squirted out onto the board. More complicated levels could be fun if the game allows the player room to think them through. I did start to figure out as I played that the timer running out in this game doesn't mean the level is lost, and maybe that was part of the problem. The timer doesn't mean what the newbie player thinks it does, and creates a false sense of panic.
Good, and entertaining game. There was some discontinuity between the first episode and the fourth. Being One started out as the mysterious creation of a mad scientist. By the end, it isn't clear that the mad scientist had done anything to him at all (other than cause amnesia).
Started slow as I clicked around expecting more things to be clickable. I eventually figured out where the promised puzzles were. Once I found them I had seen most of the room so they weren't too difficult.
Very fun. The only thing I would change is the scrolling action. I can't access the control panel without scrolling down, then if I select a function I have to wait for it to scroll back up to use it on the upper levels. By the time I scroll back up I've lost a lot of time and my opportunity for using it may be gone. Maybe the controls could be accessed with hot-keys, or on a left-side panel?
@Hotshot2k4, You are exactly right. At first there was no storyline quest under the defense quests screen (or if there was at the very beginning I didn't have my bearings yet and forgot). So anyway, I thought that the heading "Storyline Quests" was a header for the whole screen since nothing was under it. By the time there was a quest there, I was focusing on the mid and lower level defense quests and didn't notice it way up at the top. When you pointed it out and I resumed my quest I was way too overpowered and zipped right through it all. The final boss demon died with me at about 95% of my hp. Oops.
I think I hit some glitch in the main campaign progression. I completed the spell-finder campaign (so I have all but two spells un-grayed), I have repeatedly beaten the level five defense quest, and I've systematically cleared every dungeon on the map so the only ones showing now are Thieves in the Sewers and the Dungeon of Mystery. I've beaten lvl 25 of the Dungeon of Mystery (just once). The only thing I haven't done is to completely clear every level of the Dungeon of Mystery in one single visit, which I hesitate to do because it would be incredibly boring.
I think I missed the part where the next step of the campaign was supposed to kick in. What was supposed to come next? Is it still accessible, or should I just call it quits?
I like the instantaneous battle system. The battle systems are usually the most time-consuming and repetitive parts of linear RPGs, so it's nice to be able to skip the manual battles. I wonder if that idea could be brought into a non-joke game.
Bug report: The very first time I was doing well enough on a lvl 4 defense mission to beat it, and the last approaching enemy stops approaching. He stands on the right-most column, out of reach of even my mages. If only my mages had a range of four instead of three it wouldn't have mattered that much. After a whole bunch of turns I had to reload my browser.
I know it's been said before, but what a snooze-fest! Yet another game that lets you play long enough to feel invested before everything slows to a crawl and you need to spend massive real world $$ to get things to speed up enough to stay playable. I'm sure some people do spend the money, which is why this strategy stays profitable, but it would be even more profitable if they came up with something fun for players to do in the game.
This is an interesting game. I found myself wishing that I could access the original descriptions of diseases a second time. Especially early in the game when I didn't have any diagnostic capability I found myself making guesses based on the original complaint, and the gender and age of the patient, so the gender distribution of a particular disease was sometimes very relevant. After the early stages there was always enough information to be certain, so I suppose that if the reference materials were too complete the game would play itself. Maybe version 2 should introduce a little more diagnostic uncertainty where there's really no way to be sure if the diagnosis is correct until you see if the treatment takes. I would be interesting if the game could be made to work so that patients may arrive with diseases that the player hasn't actually unlocked, but that might be difficult to work into game play.
Trying not to give too much away, notice that the hard badge requires you to beat the leaders of each nation, not all the cities of each nation. Try to figure out where you might find the national leaders.
Very nice and mathy. It would be nice if the order of the hands were shuffled. The solution to any given problem is too often directly derivable from the one before it because the hands are too similar. The term "turn" is a little confusing. I would use "hand" since that is clearer within your playing card metaphor.
Very good concept. I think there's a lot of room here for some interesting and challenging strategy arising from a more varied path-finding behavior on the part of attackers. Maybe that can be part of version 2.
This game could use a speed-up button. Since you can't do anything during the waves anyway, it makes the game drag after a while. The achievements really make the game so much easier. I think the hardest level I played was the tutorial! After that, bonuses from achievements made everything much easier, so if the game difficulty scaled a bit steeper in response it would be more of a challenge.