Wait, how can you not expect people to try and get all the upgrades when the victory message says "try and get all the upgrades and beat the high score"?
Can't say I really like this. I guess it is okay for a platformer but I just don't get why I should really care about what I am doing. For example what are warp keys and why do I want 50? From what I can tell visually they just clear up the weather. Also who are these people I am rescuing? I mean I've seen them in my restaurant but I don't have any feelings for them so honestly I am totally fine letting them rot in the other world (although I did recuse them hoping it would unlock some sort of back story, which it didn't). Also why am I even bothering to rescue Papa Louie? I mean he has forced me into borderline slavery on 5 or 6 occasions. I guess the game is okay no real bugs other than the hit zone for the heads being a bit too big, but I honestly don't enjoy games that put this much emphasis on characters that have personality other than being overweight or having an onion fetish.
In case anyone is wondering, I believe the 5 attack types do the following: quick shoot (damage hull, crew, and sail a little), boarding (change to instantly destroy a ship), aim hull (more raw damage to ship), aim crew (increase chance of successful boarding action), aim sail (reduce ap recovery). Just thought I would point this out since I cant seem to find an instruction screen in game.
It would be really nice if there was an option for giving orders to your team (basic attack, defend, and follow will do). I can't recall how many times I've dropped the flag on the defection mission because my last loyal soldier refused to guard our bag (leaving me wide open to snipers every time I tried to make a capture)
I like the game, the movement definitely adds an interesting twist. However there are some GUI issues. It's not really a bug, but I would expect tile swapping (drag one tile on top of an already snapped to switch their positions) to be available. Also the snapping range is pretty small, normally this wouldn't be an issue with most games, but since you are constantly following the movements with your eyes missing the range is easy and you wont notice the mistake until much later.
Well that was kind of cool, a few of the puzzles aren't really well introduced though. I mean like I'm not sure why number crunching produces trees and when I found the mirror there was no indication of what to do, so I just kind of used every item in my inventory and nothing happened (I guess dropping signs and white blocks in addition to the colors kind of stops the effect). While the game is definitely good it would be nice if some hints were added to tell me what to do when I get somewhere or why certain things happen (I mean I don't care why trees magically appear, I just want to know numbers make it happen).
Found a small bug. I destoried my resort so that I could redesign it now that I had hit the maximum of 11 stars, but after I took out a minimart a bunch of people locked up and are just standing in the middle of the road all the time. I'm guessing they are trying to get to the no longer existing shop but just can't find a path way to get there.
I definitely feel like the formula for the main games has finally ironed out as it is much more possible to handle large groups of customers than in the previous games, and getting 100% on all stations is very possible and even likely to happen if you try. However I'm not a fan of the minigames, usually these just take me out of the experience of frustrate me. While I do realize they are optional, the moment you put a badge in the game (even if it's a purely ingame one) it is no longer optional in my mind. As part of the older generation if there is something you haven't done then the game is not over.
You should really play test these minigames more before you release them. While they don't have any 'bugs' the difficulty can become so impossible that I no longer feel any need to bother wasting my time on them. Burgerzilla is probably the best example of this.
Small graphics bug I just noticed. Equip a unit with weapon and shield, then drag the equipped weapon onto the shield. Instead of them swapping hand (I guess you are not ambidextrous) they stay where the are and the shield turns into a sword (graphically, the item stays a shield)
Well I really enjoyed this until I got to the end. It's very good at first but I just felt it was missing something. The main problems I encountered were: 1.) There is no villain or major obstacle, yes there is the goal of becoming captain but it wasn't really a challenge I just knew it was going to happen if I played, I thought at first Randy would be the villain as he tried to buy the map and ambushed me but he died after the first level. Then I thought it was the ninja but I never saw him again (I guess after a bomb to the face he just got bored attacking pirates). 2.) I have serious paranoia about killing enemies after I saw some hidden coins in the sky (you really should change those levels) 3.) The game froze when I beat the captain (although to be fair I did invade his personal space) 4.) The last levels (bonus 4 and 5) were to easy and didn't live up to the build up along the way.
Well I'm not a big fan of toss games (I actually picked this because I thought it was going to be something like a Papa X-eria game) but this seems to be about average. I do have a few suggestions however: 1.) There needs to be money upgrades (upgrade to increase value of condiments) because earning money takes a long time. 2.) upgrades need better descriptions (I'm not sure if I am making them better or more likely to appear) 3.) If I finish the game, I should get the congratulations screen and an option to keep playing, not just stuck at a screen that says "Game Over" (I understand I won, but I like to get all the upgrades) 4.) Put more money objects on the ground, it is way too difficult to get back in the air without the kite upgrade so hitting the ground once means you are probably not going to get more money or go back up.
One problem I've run into a lot today is that myrmidons are a little buggy. After about 20 turns of attacking every part of an enemy myrmidon (who was not under the effect of block or sheild bash) i was unable to land a single hit. While the hit chance was 50% for all body parts and I had netted him at the beginning, no matter how much I tried I was unable to land a single hit until he decimated my team one by one. I'm not sure if this is extreme bad luck (the chance of missing this many times in a row is 0.000095%) or a game bug, but you might want to investigate this.
Overall I enjoy this game, it feels like a dumbed down version of Gladius (the xbox/gamecube game), which is no a bad thing considering Gladius has too much detail for a flash game. I have a few complaints as do most people such as the level gap being to large (normally I have to fight teams that are 20 levels higher because I don't want to grind), over priced units (I can't afford any more so I am basically stuck with the 3 I began with), and the uselessness of soldiers after losing limbs (an arm is okay, but if the leg is gone they are lucky to have one usable skill). If you could balance the prices and exp a bit more and add some more skills I think the game would even out to a much better experience.
Just a note to new players, you should always spawn in at age 17 unless you are going for the level 50 at age 10 achievement (it's going to be a long time before you have the gear and skills for this). By spawning in at an older age you are able to rebirth faster and therefor gain AP faster.
I guess this was okay, not really my favorite game. I feel the last two levels (Sun Emperor and Stay Alive) are out of order (it seems weird to switch between two characters for just one level). Besides that the only real complaints I have is not being able to choose if I want to use an Ankh (if I already won Stay Alive I don't really want to waste it just for a higher score), not getting a brief invincibility period after being hit, and that the top of the divine fire doesn't hurt enemies (sometimes fliers run into it just a second later). Overall it isn't bad, I guess I am just not a fan.
well that was interesting... I defiantly enjoyed this, but I feel like a huge part of the story was left out (like what is with the cat) but maybe that was part of why I enjoyed it. The only real problem I had was that I often solved the puzzles on accident just moving the mouse around.
ah, that was a clever way to beat the nightmare. It's a bit of a boring solution, but unexpected and clever non the less. I actually really like this game (especially how health is distance between you and the nightmare and regen is you running a little faster), the only issues I have are that there is no monetary reward for killing the enemies and that you don't have a short invincible recovery time after getting hit (I often get chain killed by mushrooms and bunnies)