It's nice that there are little endings based on the time you take. I was late for dinner after 16 minutes, but I made it in time in 8:02. Are there any other possibilities?
In my first playthrough I played muted, so I actuallly had to look for the clues and I found some of them quite hard. This time, I discovered that you can just listen to the sounds things make in response to clicks and fiddle with it until you reach the solution, the "correct" sound is very different from the "incorrect" one. I suggest avoiding that so players aren't tempted to use an easy skip for the real challenges in your game.
Hello, yes thanks for the feedback...I am working on/off on getting this game a full makeover with more forest ,more monsters and more holes!:) And I will keep this advice in mind although It could be interesting to bring for some puzzles two or more ways to solve them since people are so unique ..But that is hard to do and more of a headache! :)
The game 100% needs to be played in fullscreen imo, in a small window some clues and interactive ares are too tiny. I feel really silly that the only thing I got stuck on enough to google is a piece of rubble that needed to be moved on the floor. The puzzles weren't always obvious, but I always felt like I had clues that I needed to find applications for, so there was always a route of logic to follow. The window guy really creeped me out, by the way. I've played enough Rusty Lake to associate sudden approaches of pitch black figures with my imminent death, not smiley triangle traders. I feel bad tho, he seems like a nice fellow.
Hello, thanks for playing and the feedback! Some rubble you say ? :)) it is interesting to see how unique people are but hey we could all use a little help from time to time! I like Rusty Lake games myself...maybe subconscious the man in the window came from playing their games. But the only thing evil in my window man is probably the H.H.Holmes hat. :)
Within a few moments, the game crashes, blacking out the whole browser for a moment. On hard, that consistently happened to me after buying the second gatherer. On normal, I made it to the moment you're tasked with clicking the button to summon the first wave of enemies. The game is still unplayable. I'm using Win10 and Google Chrome.
Vampirism was so disappointing - just 0.25 health per hit. I expected the 0.25 to be a multiplier - healing me for 25% of mob health on kill, or 25% of my damage on hit. That would make it worth the price you pay for the armor.
Fun game! The witty text bits kept me enjoying the game through the bad ending and then gathering all the good ones. I loved that each ending had its own distinct playstyle and upgrade model. My favorite gameplay and ending was the friends one, second to the alien hunters. I had a lot of trouble balancing the numbers to get the ad ending in 30 days, ended up having way too few people to use what I made or not making enough stuff for them, only somewhat worked it out on the 3rd try. It'd be great to see minimum win criteria for each ending you've already achieved, if the formulas aren't too complicated.
The puzzle is very fun and when moving the pieces comes to play it gets very challenging to imagine all the configurations. Very nice mental workout and a novel concept. Controls could be improved, though. The removal of a piece feels clunky - the hold motion was not obvious to me, I'd rather "pull it up" by clicking and dragging. It actually got me stuck in the tutorial level for a while, the hint made me think I need to short-click to remove it (now I understand why that would be inconvenient). The lever has the same issue as it did in your previous game - I have no reason to touch it unless I want to use it, so a partial turn should already indicate that I wanted to turn it all the way, even if I don't hold it long enough. The difference between solid and dashed slots should be more graphically pronounced or explicitly explained at some point, they're easy to miss and learning by playing can lead you to take the fact that unfitting pieces always get ignored for granted.
In the era of supercomputers and teleportation technology, I did not expect a quarter of the population to be working as miners, but that's where my tower-city is at.
Quick but very fun escape. The puzzles flowed nicely and it wasn't hard to associate the clue with them. All solutions were logical, which is a nice surprise in this genre.
If you get stuck on a solid color for hours, put that solid clover into storage, go to Altar and mutate one half-petal on it. When I started breeding that, my clovers started coming up with different half-petal mutations that I could then combine quickly. Be patient though, the gold price is hefty and paying it should be your last resort.
My save is gone after trying to fix the memory error by reloading my previous save code, but I'm willing to stick around for one more round. Just don't do that again, guys.
only the two :) - thanks for playing through twice!