I absolutely love what this game has become! Since Aisleen was one of only 3 Game in Ten Days games to ever get badges, and one I particularly loved, I'm very excited that this is complete and so beautiful! Since we've exchanged many messages during the course of this game's creation, I know how much of your own struggles, dreams, and inspiration are represented in these characters words. I also love that the game about an artist's journey rewards you with art! BWOK BWOK!!
Never since this game's erudite predecessor, "Watching Paint Dry", have I felt like I was too captivated doing something that was supposed to be boring. Nice job once again. Although I'm not sure I fully understand the world world on which this grass economy is based, but I still love it.
I found it a bit confusing at first, but once I really understood what the yellow squares and numbers meant, it had some of the elements of zen loops and some other puzzle games I like. It's relaxing, but more importantly, it feels very unique. I really agree with many of petesahooligan's comments, especially about the level end. I think that made it harder to understand *why* I'd succeeded in a particular level. At first I wondered if I ran out of moves and you sort of "fixed it" for me, because I wasn't quite sure if the position the squares landed in after the spin was the same one I'd put them in :) Very interesting game, though!
I am not sure how I feel about the idea of cookies being the enemy....although at my age, perhaps they really are. You always make some very nice looking games in such a short period of time. On my screen, it was too easy to bring the ship off the bottom in a way that felt wrong, almost as if everything was "off' by about 10 pixels. Otherwise, very nice work from you, as usual!
I didn't realize you had uploaded a game yet! Though I usually don't like to die this quickly in a snake game :P Fun, though, and so cool to see it here. Your current project you are describing in the Game Developer Challenge thread sounds really, really fascinating.
This was really an impressive Game in Ten Days entry. I like your take on the base game, and I was especially impressed with the look and clarity of your intro. screen. I hope we'll see more games from you!
The "misleading tags" were not put on the game by the developer. We're very sorry for the inconvenience and are looking at long-term solutions. Please don't downvote the games for misleading tags in the meantime.
Very, very cute, and an excellent GiTD entry! I hope you will keep expanding it. I think an "Achievements" tab, called something like a "rare egg collection" could be interesting. In idle games, it can be nice to have features that get you upgrades that get an alternative currency you can use to buy or craft new features, which opens up the possibility of more upgrades. I also find I'm wanting the option of saving some eggs to incubate/hatch.
I think I found a somewhat hilarious, yet annoying, glitch: There is a platforum that goes very high when you play 'up', but if you fall off or need the platform again, you can play it back "down", well, I managed to play it back down onto my head, and it pushed me through the ground...I fell forever until I was no more.
You've got an interesting concept there. You might be able to get some tips in the Game Programming forum about how to keep the arrow keys from scrolling the player's game screen when playing. I can't recall where I've seen that discussed, but I believe it's come up before. There are some aspects of movement that could be a bit smoother. Good luck with this and future games!
The forum you would start a thread in is here http://www.kongregate.com/forums/3-general-gaming Once you make a thread, you could copy/paste the link to the thread here, or the most recent post. For example, if someone asks a question in comments, and you answer it in the thread, you could post "I answered your question here" [link address] Could that work for you? The other idea I could think of, since some of you are in contact with the dev for the game, is to ask if they would be willing to put a link to the thread under "game news" in the game tab.
Cool game that appears to have a lot of depth I haven't discovered yet! If you ever make an updated version ;-) I think one of the most helpful things would be to make it clearer how to do upgrades/purchases. To avoid the Wall of Text of Death, have the game autopause when the player has what they need to purchase something, then show the player where the shop is. After the player begins the game, you could have a brief message that lets the player know that there will be a chance to upgrade later and that accuracy counts. I think that for impatient players who never figure that out, the game seems really slow.
Thanks for all your support!