I just tried this on a faster computer than before with the same result. Every time the money gets good, the processor gets jammed with trying to render every coin, and then I can't pick them up fast enough. If you just coded a hundreds unit of money to make the big drops into fewer objects, this would be playable.
The clock on the flying minigame seems fast to the point that it strikes me as a bug. The objects go by so fast that whether my controls will aim me to the right height is nearly random. The other minigames work fine.
Hey, let's get that Social Networks badge fixed, please. It's not recording any progress on the Kongregate side, though it's acknowledged the achievement in-game. And beaten subsequent levels just to make sure it wasn't an odd trigger condition.
Now clearing out an entire category *when and only when* none of its elements contribute to any undiscovered elements yet, that would be great from a player standpoint and help declutter the screen which the designers seem interested in.
The fact that previously inaccessible combinations "unlock" later mean taking an already exhaustive guessing process and making us repeat it. This is bad. Seriously, how many times will we try combining Human+Sex and Human+Rocket before we give up on it ever working? And then suddenly, whoops, it works. This is a really, really bad mechanic.
In addition to the lack of keyboard controls (no excuse in a game with only 4 directions of movement), the artificial limitations on difficulty are a terrible idea. If I've solved a "moderately easy" and you don't let me up the difficulty immediately, you have frustrated the kind of skilled player who will spend money on games. Also forcing the timed/stress levels sucks for those of us who strongly prefer untimed strategy games.
I don't want to have an element greyed out when it doesn't have any more options; that would make it too easy. What I want when I highlight an element, is to have greyed out (or possibly gold-edged if they worked) every visible combination that I've already tried. That way when I've already bashed through all the Animals vs. Car, and I highlight Car with the Animals menu open, I can see that I've already covered that. I don't mind clicking everything in the Universe, as long as I only have to click each *once.*
Do traps count as "units" for A Father To His Men"? Since the point of them is to blow up or distract engineers, and they're not repairable objects, that seems... weird. (Yes, I just won a campaign without losing so much as a barricade.)
If there's a way to change which direction a new bastion/cannon is pointing, please document it better. In fields with more than one entry point, it's often mis-guessing (sometimes badly - right now it's stuck on giving me the up arrow in ALL locations, even the lower right quadrant of the screen) and I can't reorient it.
This is fun, but I had to rate it down because on a slow processor (my ickle netbook), instead of going slower like most games it speeds up and jumps a bunch of frames... allowing me to collect no money on the higher levels, which kind of defeats the purpose and makes it unwinnable.
You're calling it Warp back to save point, so how about W for Warp, rather than space for every command in every other game, including usually jump. We don't use Warp very often and it doesn't have to be dead center. I just about scream every time I accidentally lose my own progress by hitting space.
Jump isn't a problem. The button to restart at a save point, that's a problem. So many games use space for jump, my thumb keeps forgetting. Any other key, P for point or J for jump back, something that isn't so common for everything else or clustered with X and Z. I keep accidentally losing my own progress by hitting space.
This is the best game ever published in the history of Kongregate. A perfect choice for the thousandth badge, symbolic of everything casual gaming really is, when you boil it down. I recommend this to everyone who found Achievement Unlocked too subtle, and those who like epic movie endings.
Fun game! More reliance on quick/accurate clicking than other Bonte games, which isn't so good for me. It took me a maddeningly long time to get the Breakout level and the televisions, and I don't think I'll ever have the reflexes for level 25. For people who don't mind the extra twitch challenge, it's great.
Fun! I like this shape of game very much. Implementation gripes: Return to saved level. Please. Even if you can't make it save it between sessions (like EVERY other game), at least if I click the Abort button, which is ten pixels from Restart, when I click on that module from the menu again I should go back to the level I was working before. (The lack of this made the 5th module a bit of a death march.) Also, the portals often refused to move for me. I don't know if this was click-precision or processor speed. My computer tends to stall on resource-hogging flash. I had shadow-rooms turned off, so I don't know why it would be resource-hogging to drag a door around. Please look at your code efficiency. While it was stalled I had to hold my space bar down forever, even if I switched applications. A "sticky" space would be a better option; toggle ball movement on and off by pressing space, rather than holding it down to pause. But for all those gripes, I enjoyed the puzzles.
Brilliant stuff. This is my favorite game in months. I'm a big fan of elegance, and I don't like puzzles that rely on precisely timed jumping. This has very few dexterity-focused problems, and I (a very clumsy person) found them surmountable. I also found the sliding that others complain about to be one of the things that made the game feel tactilely realistic, so I'm a fan. Thanks for a great pure logic game.
The random wiggle is just enough to make it so solutions are inconsistent. It sometimes takes three tries of exactly the same actions, including waiting for everything to completely settle, for a level to work, and the close calls made me think I'd gotten it wrong. This is clearly a game with specific winning procedures, so make sure they work consistently.