Same problem plagues this game as did the last entry in the series; the power-ups are mostly useless, and why do I have to sit through the explanation of what the power-up does every time?
@retrorocket1 - It's all very well and good saying it's like this for a reason, but in the same vein I could also explain at length the reasons why someone would rape or murder someone else, but that doesn't make it okay. You can sit there and say "That's the way it is, too bad", or you can downrate and comment on games for using annoying content restriction, and hopefully influence the decision to do it again the future.
Surprisingly good :/ I gave it 4/5, a point off for the pretty average writing, even though there were a few good jokes in there. It could've been worth getting a native English speaker to check over the English language version before releasing.
Otherwise I actually enjoyed this. I just pretended it wasn't based on some vapid teen celebrity.
Attacking doesn't seem to work consistently, and the lack of warning as mentioned by Pory is too annoying, despite the indicator. Has potential though.
Just like most of Nerdook's games, this is a neat concept, fun for a while at best, but before long you realize it's pretty insubstantial and you're just doing the same thing over and over again.
Further thoughts: The ability to toggle a 'circular' world on and off would be interesting, so that, if desired, the two ends of the game map would flow into each other. I dunno how easy that would be add, on a technical level, though.
After playing this a lot, one thing I would like to be able to do is to scale back my skills I've bought, to experiment. It'd also be nice to be able to adjust my Life stat, for practical reasons. This adjustability, combined with a mini-map showing worker locations, would be quite interesting for me, e.g. watching how worker spread patterns change for varying Sight scores on large maps.
Well produced, the game functions very well, and the game gets fun in the later levels, but it's ultimately too easy. Add a third or fourth action to do.
You need to fix the time gap between using [down arrow] to drop a piece, and it locking in place. If you're going to make the drop instantaneous, it needs to lock immediately. Otherwise, make the drop gradual/controllable. And yeah, this isn't really different enough from Tetris. :/