@Disary I'm not sure if it's just due to the fact that I've got a few thausand AIs pending or if I just miscalculated, but for me right now it's taking about 3.6 Quadrillion dollars for one AI. I think the earning ratio might scale up as you earn more AIs.
@Disary From what I've seen, it looks like you earn one AI every 1 Quadrillion dollars you earn. This isn't based on the total at the top of the screen, but rather the "Cash Earned" section of the Settings window. The best way to earn a lot of AIs quickly is to purchase 100 or 200 of each item and let the game run overnight. At 100 items each, the Oil Rigs will be spitting out cash every 10 minutes or so, and at 200 they'll cash in every 2.5 minutes.
Would it be possible to change the buttons so that they only light up if you can afford the full 10 when you're in the "Buy X10" mode? It's nothing major, I've just found it to be a bit inconvenient the few times that I try to buy, say, 10 Newspapers and it only gives me 7 because I didn't realize that I didn't have the full amount of money for the 10 due to the button.
I tried to get the dragon for the Epic quest...I was at the point of giving up when the game decided that, this time, it would have the dragon appear while I was actually in the clouds this time. Soon after, I caught an updraft and accidentally got the dragon AGAIN.
I like how the end credits use your actual gameplay as background footage. The only reason I know this is because I failed miserably while getting the hang of using a trackpad instead of a mouse...
This is a rip-off of Plants Vs Zombies. Even though the idea of having six rows to defend instead of five is an interesting one, the game still needs a lot of work though. The zombies are too fast for their health or vice versa, and they obliterate anything they touch. And if you actually kill one, they don't give you enough money to buy any decent weapons, so either they need to drop more cash or the prices need to go down. On top of that, the more expensive weapons seem to do nothing but increase fire rate. It would make more sense to have some weapons with higher damage but lower fire rate as well as some weapons with low damage and high fire rate. As the game stands now, it is nearly impossible to get anywhere in this game. Not completely impossible, but way too hard for it to be any good.
I agree with alan_keemdale here. In the first real debate, I had plenty of points that I could have used, and one that I KNEW would be most effective. However, I had no idea if that point even existed in the game, and I found out that it did not. Of course, this sort of thing happened a few times. Most of the time, though, I was able to figure out how to work my idea, since it was in line with the game. This was very thought-provoking, and as qwasek said, I was able to figure out the final answer about halfway through the game. This was a VERY impressive game, and it makes me want to get every Ace Attorney game out there. Why aren't there more games with gameplay like this out there? And one last thing: will there be a sequel?
When you've finally truly beaten the level by having blasters at every emitter so the creeper stays controlled forever, and then you scroll down and read the top rated moment...you realize that it's true, and you almost can't help but feel sorry for destroying the creeper. And then survival mode kicks in, and all of that goes away as you make one desperate attempt to slow it all down. I hadn't read the description at first, so I had no idea that survival kicked in automatically. That knowledge would have drastically changed my strategy. I like the addition, now that I know how it works. This has always been one of my favorite game series, and even though I haven't followed it as closely as I could have, I'm definitely looking forward to the third installment.
Hm...I think the best order to save them is Troy, Christina, Steve, then Lionel. Maybe. I'm not sure which order is the true order. Which is a cool decision, by the way. However, I do wonder if it is possible to make a sequel from this...knowing game developers, it probably is. Well done.
I have only played two game where, not only was the game enjoyable, but also had a very deep and applicable message to it. Of the two, this one was by far the better. My favorite bit was near the end, with the closure of the old man's story. It was sad, yet...I don't know...I guess the best word for this is bittersweet. The characters felt alive, and I really felt for them, which is something many authors struggle to achieve. Even people whose job is to make you feel those connections struggle sometimes. It's true what you said, something about imagination being a dying magic. I think every person needs to see this game, play through it completely. The puzzles may be challenging, but they are logical, and never detract from the story. The hand drawings only make you focus more on the story. If it were possible to rate this any higher than 5, I would without a moment's hesitation. Congratulations on making one of the 2 games I have played that made me sad yet uplifted at the same time.
It's a good game, with a great message, even if it's one that's hard to hear. I know that for every boy, nay, every teen that goes through puberty, it always feels like they're the only ones that are facing their problems, that no one can understand them. This isn't true, of course, but you can't explain that to them. They will still feel totally alone. The game goes really deep into a topic that many teens don't want to have to face, but need to face someday: Your dreams are just that, dreams. Nothing more, nothing less. In order to be truly happy in life, you need to learn how to let go of your dreams, but also how to keep them close at the same time. It...the game really hits where it counts. Well done.
That awkward moment when you think you've killed all the zombies in an area and scroll down to wait for the generator to finish capturing, then you die from zombies.
I found that if you use a maze and have a palm tree, a trigger, and a crate in that order(vertically, of course), some pirates will end up going backwards for a bit. The same thing happened when I used a log trap, except there were no crates beneath it.
We've gotten a few requests for this. We're looking into it right now. Thanks for the suggestion!