It is frustrating when you know why something is wrong but you have to find out the only one acceptable way to prove it. That is probably part of the game but still could have been done in a less annoying way
"It's a new holiday. Customers won't order Valentine's day toppings from now..." Phew! I was really hoping that. I was starting to get sick from all the pink hearts and XO sprinkles ^^"
It would be nice to have a clock like in S&P1. So you could plan your day better. If I know I only have 3 hours left and that item takes 4 hours maybe I won't start making it.
I like this game. The one thing that bothers me is that healing really looks useless. Attacks do 60-300 damage and you can heal 3-5 by matching hearts? Maybe it would break the game if it healed more, but this way it really makes no difference - at least it seems so to me. Why not add something else? Like gaining nuggets or whatever. Something useful.
UPDATE: 7/9/2014
Hearts have been replaced with Embers and you get a whole new attack and mini game! Enjoy. : ) OLD COMMENTARY:
Yeah, we don't like the way hearts work at the moment either. We put them in there thinking - "Healing! That would be so cool." The problem is that the games would go on FOREVER the more we let hearts heal. Every game would end in sudden death, and that sucked. It won't be in the next release, but we have plans for sure. We'll take a look at the nugget bonus idea. Only thing about that - We want to make sure people aren't just looking for hearts to grind out nuggets at the sacrifice of actually trying to win the game. That would make it no fun for that person's opponent. Thanks again for taking the time to check out our game, and for your feedback. : )
Would be a nice concept. Too bad there are no ways to figure out half of the stuff in the game for the lack of lables or tooltips or even a decent description. Also there is no way to go back to the menu from the game. Why?
Some labels in the main menu would be a fantastically marvellous great thing to have. It's one thing to be minimalist and an other to frustrate players by not telling them what button does what.
Tips for those struggling with lvl45: As your fist move send ALL your jelly to capture one of the labs. Then start to load freeze and freeze one of the strong buildings with lots of jellies. From then on adapt to whatever the enemy is doing. Try to intercept their labs and strive to get a lab to shoot capture. Constantly support that lab, preventing enemy interception. Then capture a building with lots of jellies and use those to capture more buildings. After a few tries and with luck you will win.
Okay so you can't win lvl 45 because the enemy has infinite jelly and 2 labs while you only have a few lvl3 bases.
AND I can't even skip that level either?! What the heck?
I just don't get the purpose of the 6 pillars near the exit door. I guess they are just decorative, but as nothing else is animated in the background, first it makes you think it's something. Or is it meant to be a red herring? Anyway, this way it's sort of pointless and random, out of place. Or does it have a purpose or a story element I'm unaware of?
Not that I'm complaining. In fact I'm replaying the game just to hear the music again :D
UPDATE: 7/9/2014 Hearts have been replaced with Embers and you get a whole new attack and mini game! Enjoy. : ) OLD COMMENTARY: Yeah, we don't like the way hearts work at the moment either. We put them in there thinking - "Healing! That would be so cool." The problem is that the games would go on FOREVER the more we let hearts heal. Every game would end in sudden death, and that sucked. It won't be in the next release, but we have plans for sure. We'll take a look at the nugget bonus idea. Only thing about that - We want to make sure people aren't just looking for hearts to grind out nuggets at the sacrifice of actually trying to win the game. That would make it no fun for that person's opponent. Thanks again for taking the time to check out our game, and for your feedback. : )