Is there a way to transfer my (albeit small) progress from Kongregate to mobile phone? So far it seems to be able to migrate from FB / Google, but not from Kong....
Took me an embarasingly long while to realize you can WALK DIAGONALLY. Before that I got to the last key with 3 seconds on the clock and death right behind me. After that? I breezed through this with seconds to spare!
Very simple premis, I came in expecting another cookie-cutter idle game and found a nice strategice game. I like how you can branch along the way based on what items you found (if I get a stone set, I go for the no-healing nodes, if I don't, I pick another way) and vice-versa - you should select items based on where you are going (mostly balancing str VS agi).
Additionaly, I like the sense of progression - while finsihing the game is "hard", you get better and further with every run and you notice you do!
I am far from finishing it, but I will be coming back until I do!
You are completely aligned with my vision :) You pointed out something that others haven't mentioned yet, which is the idea of going down the path that your build is best suited for. That is totally something I built into the game and it's another layer of strategy. It's the idea of knowing the map and knowing where and when to punch through certain areas. And yep, this game is less about grinding and more about learning how to make better decisions faster. Great writeup and it makes me happy you figured all that out!
Thanks for all the great Zombie Detective games and good luck in any future endeavours! I was kinda surprised it was that long since the last game, time sure does fly...
A very fun game! Things I liked: VISUALS (very much so!), GAMEPLAY IDEA (luring unvilling villagers to their doom and using that to power your spells). Things that need improving: DIFFICULTY (the game as is is ... easy. The villagers should run, hide and fight back. You should be able to lose your powers / upgrades and lose the game even), GAMEPLAY (it would be great to also get some active powers that allow you to possess villagers and use them to lure more villagers, create will-o-wisps or cast fireballs and whatnot).
The game started really great, then introduced some cool mechanics, then introduced even more mechanics and even more and then just when I was thinking "wait, how are thos even connected?" it connected them together in an amazing way. Such an amazing puzzle game, it is easy to play, hard to master and visually satysfing at the same time!
Finally got the Alchemy ending. Please do not stop with this update and add more content, this is just the kind of five-minute-intense-puzzle game the world needs :D
No tooltips, no explanation what does what, nonsense item description (weapon with +40 damage does not add 40 damage etc) and on top of it a nice bug where whn you sell an item and click "No", it removes the item but does not give you the money.
Nice theme, great execution (although I wish Home and End keys worked for moving along the command line, not through the output). I like how you unlock stuff that makes hacking easier, but keep the core mechanic.
I was expecting the game to go on after you pat the blackmail money but was disappointed that this is it.
Still, a very fun experience!
This is simply amazing. I love the concept, the puzzles this lends itself to are also creative and head-scratchingly complex due to their nowelty.
As others, I just wish this did not stop after 15 minutes but kept going and adding to the story.
How does this not have more plays? Innovate and well executed.
What would make the game even better would be some kind of "tutorial" when new units are introduced - this way I sometimes struggle with the less obvious ones ("magnet" unit, "melee" unit, "wall remover" etc...)
@Pilgrimsbattle: Pincer is not unwinnable. At first I thought that too, but then I found out you just have to be aggresive and creative and now I can easily win them (granted I am not at level 8 yet, but I guess it won't be that different from level 6).
And for those saying you need capital ships - my most successful strategy is Mosquito spam. It kills any opponent easy and fast. Just build and maintain an adequate defense, add some generators and spam Mosquitoes until the opponent dies (although you can throw some medium / capital ships in the mix for fun or to serve as defense, of course).
Did you consider adding more unlockables and levels as a paid content? I would willingly pay for a game this well made, unfortunately I am an Anrdoid user so unless you plan to release your awesome game there I won't be able to put any money into your pockets ;)
The texts of Cargo Bays do not match the real capacity - for example the basic one holds 20 000 units, but the text say 50 000. The next one holds 80 000, but text says 200 000. And so on...
A few interface suggestions:
>1> Don't start the game directly into game. Give me a menu to be able to start new game, load game or whatever I feel doing.
>2> Add a pause for missions (preferably autopause). It sucks when my phone rings and I lose perfectly healthy ship being unable to pause.
>3> Add at least a "sell all" button to market. Even better would be set of "sell/buy 10/100/1000" buttons. Typing up numbers is not fun.
>4> Make Reports tab flash or something when there is a message demanding our attention.
>5> Add multiple save slots. I would like to be able to play more concurrent games or go back to a game ruined by a bug :)
What would be even more fun would be bigger variety of upgrades, ships and missions (for example rescue missions, scout missions, escort missions, ...).
Most of these are good ideas.
I personally don't like systems that use batch buttons to buy and sell, but if more people ask for it, I'm happy to make the change.
You are completely aligned with my vision :) You pointed out something that others haven't mentioned yet, which is the idea of going down the path that your build is best suited for. That is totally something I built into the game and it's another layer of strategy. It's the idea of knowing the map and knowing where and when to punch through certain areas. And yep, this game is less about grinding and more about learning how to make better decisions faster. Great writeup and it makes me happy you figured all that out!