@Heat9, I didn't think it was always, but I am so bad at the game I have to restart a lot under the new system, and it triggers when the lid hasn't even landed on the floor, but is just a bit askew.
The only time a fault is recorded without the lid touching the floor is when the pot itself is shaped in a way that prevents falling objects from reaching the floor, in that case I add additional detectors.
I am planning on updating the game in the coming days to make it a permanent 2 faults to lose rule instead of the current seemingly difficult and hard to explain rules I mentioned in my previous comment.
Thank you very much for your feedback :)
Sad to hear that... the 3 fault system is just too easy, I saw people get ridiculous scores after a few plays and this is supposed to be a hard game. For the new mobile version, you lose after 1 fault if you have no multiplier, but if you have anything above 1x you can have 2 faults before you lose. I really felt it made the game more edgy and difficult in a good way, but reaction so far has been mixed, especially from ones who think you lose after 1 fault always. It might be a communication problem...
PO0Ky I can't get it either. Either I go too far, and the janitor is there, or I don't go far enough and nothing breaks. Not sure if he means the back of the stage (behind the curtain) or the front of the stage after you fall off.
The trams move too fast, and the paths are too confusing to parse in one go. Perhaps it would be easier if I knew what colour was coming next, knew how many trams we need per stop, if the trams appeared in a logical order.
Thanks for feedback. I changed this: trams are generated with lower speed for initial 2-3 seconds on scene. So you have time to see their color in advance before they reach first switch.
In 2th and 3th level I lowered their speed in whole scene a little bit.
Maybe later I will display information on stops with count of remaining trams.
The scrolling doesn't work very well - sometimes my cursor sticks and continues to scroll after clicking and dragging. And I don't think that a game played inside a window should automatically scroll when you mouse over the side of the window - I tabbed out for a bit while the game was loading, and then couldn't find the first level because the map had scrolled.
"How do regular people bring in more money than a whole factory?" Because these people are going and finding cash on zombie corpses, whereas to get money from the factory, someone has to buy the output. You can't exactly sell tat to zombies.
I thought that having people on my team would mean they help me kill zombies. Instead I just need them 'on my team' instead of at the camp when I want to upgrade buildings :s seems fiddly.
No I still get confused in this version which order I'm supposed to do the campaign in. I'm doing a battle that is level appropriate, but the stage in the plot doesn't make sense. Last time I played, Gary was still trying to hide the cardhunter stuff from Karen, but this battle she's GMing for us, and talking about her cardstock cosplay. ???
The only time a fault is recorded without the lid touching the floor is when the pot itself is shaped in a way that prevents falling objects from reaching the floor, in that case I add additional detectors. I am planning on updating the game in the coming days to make it a permanent 2 faults to lose rule instead of the current seemingly difficult and hard to explain rules I mentioned in my previous comment. Thank you very much for your feedback :)