I'd like to see the UI improve as the user mines better materials. For example, once you start mining paper then the background of the totals is a sheet of paper. Then salt changes the abbreviations (like "D" to their full label ("Durability"?). They at clay the entire background changes to a clay tablet. At rock the craft box changes to a stone worktable. Etc., etc.
I've never before seen such a passive-aggressive game. Peaceful music, completely random, then followed by "You failed to achieve your goal" in red letters. It wasn't my goal, random games are as much fun as flipping a quarter, and have enough stress in my life without this pseudo-peaceful junk.
Keyboard controls lock up. I pend more time getting character to move in one direction than in actually seeking opportunities to inure myself. Oh! I get it! It's a metaphor to encourage me to get back to work! Lovely!
This game reminds me of pre-paying for gas... watching the last few pennies of gas take longer than the entire tank took to fill. Like I leave the station without the last 5 cents of gas, I left this game without the last 100 combos that took 5 minutes to gather.....
played one campaign all the way throough. I'm still not understanding the point of the battle. I mean: Once you select skills and upgrade, clicking to produce units during battle is rather tedious. An "autobattle" option would have saved me lots of time when tinkering for the right combination of skills. Good try.
Cute final boss. Love the regenerating head! I'd like to see each tower fire (the gold towers and bog towers only displayed what they were firing about every third shot). Speed-up button would be great. Super concept - work through the user comments for some great improvements.
Instead of jumping/bouncing up to heaven, maybe he should be shown coming down from the sky and grabbing other people who are unable to jump into heaven. The score could increase for those saved and decrease for those who are left behind to suffer the consequence of their inability to latch onto the only one capable of saving them.
Controls seem to allow for random sticky-keys (cancelled by pressing the key that repeats). For example, character will repeatedly jump until I press up arrow. Not really diggin' the game, but I'm kinda' exhausted at the moment. Maybe later...
I hate these "difference" games, but this one is super! As enjoyable the fifth time as it was the first. Love the artwork/cartoons, the plots and the twists!
I read through several comments. I didn't see anyone mention the several spelling/grammar errors in the end scene (e.g. "where" instead of "were"). No-brainer game to play. The messages in the computer consoles were creative. Bosses were super-simple, then the end boss was crazy hard just because of the speed-suit. Maybe put that pyramid from level 2 or 3 (near the jump-suit pickup) instead of the hanging platforms for the end boss.