I love getting reapered on the first turn. That totally seems fair. First turn, and the computer has enough resources to play the most devastating card in the deck, which wipes out my productive capacity. Beating hard mode becomes all about luck: play a few turns and if it doesn't look good just restart until you get a better draw and don't get sucker punched immediately.
Difficult to collect coins and not get hit. This seems less like a game design and more like an oversight. Definite oversights include inability to collect coins while boss enters and getting hit by bullets after the battle because you are frozen but the bullets aren't. Cheesy storyline, awful grammar. Got the badges, 1 star, and I'm out.
The comments the guards make after they shoot you are hilarious. "We are professionals." Not ... really. I killed your boss without you having the slightest clue, and the only reason you saw me was because I'm trying to escape before the arbitrary time limit and you're aimlessly wandering around my exit.
How are we supposed to guess which angle the violin is supposed to be tilted at? Spinning it slowly a few degrees at a time is a terribly arbitrary way to solve a puzzle. 1/5 for stupid endless tedious "puzzles."
Huge tip: if you're struggling to get an ace, you feel like you're doing the right thing the ball just won't bounce the way you need it to, try zooming in and out in your browser window. This alters the alignment of the shots (by a pixel or two) and can change the bounces on your shots.
@Deshe - what country is regular Congo, though? Democratic Republic of the Congo, or Republic of the Congo? You have to be more specific than just Congo.
Using Chrome, stuck at the loading screen after the bounty hunter scene. Awesome playing experience! And is it a requirement that every flash game dialogue writer be a high school dropout who lacks even the most rudimentary understanding of grammar? 1 star.
Sorry! Sorry! First, we're French, hence the possible bad grammar - please excuse our French! And then, the load screen issue is now fixed! Let's say it once again: sorry!
If you want to buy more of a stock, just click sell then immediately click buy. Then you're just investing more money at the same price you already own shares at.
Actual odds for my double or nothing games (across all universes) never come close to 50%, much less the % I have upgraded to. I'm not complaining about random variance, I'm talking hundreds of samples and stuck around 43%. I actually calculated z-scores for the differences and got one as high as 6. That's bordering on statistical impossibility. I am confident the game is rigged.
1e^10 doesn't mean what you think it means. e (little e) is a mathematical constant equal to about 2.7. e^10 is about 22,000. E (capital E) can represent "x 10^". So 1E10 = 10,000,000,000. Pretty big goof.
My biggest peeve is the % complete screen. I'd like to know how far I've been, but it's very hard to reach that screen when I fail. I don't plan when I'm going to miss a note, so my fingers are still pressing buttons after the miss, which skips the map/% complete screen. And on some occasions I've seen the map screen (where it zooms out to the whole level) without the % complete at the bottom.
Finished the hard badge. Links and squared are great, wouldn't change a thing (except allowing us to change the colors). Plus is still a pain because you auto-mark the completed clues. For me, doing a pic-cross puzzle involves a lot of careful row-by-row, column-by-column checking, and I always close clues with Xs (if the next clue is of the same color) before I mark them out. This makes it so much easier to keep track of what's completed, and where the next clue fits in the row/column. But auto-marking skips this step, and makes it soooo much harder to keep track of sequential clues. And on the larger puzzles, some of the auto-marks are buggy, and will not mark obviously completed clues. The parrot specifically, you can completely draw the parrot leaving only dark blues remaining on the edges, and multiple rows will not mark the completed colors, even though all the colors are accounted for. This wouldn't be a problem if the player could self-mark. At least make it an option.
There is indeed an issue with the auto-marking that we are trying to solve (and hope to have solved by the next update). Assuming it's working correctly some/most people love it, but given that some obviously don't, we should have the option to disable that functionality soon.
I don't like this version of picross/pix-a-pix at all. You've done away with some essential elements that help with the logic of the puzzle, and added a feature or two that actually hinder completion of puzzles. 1) Why are you blanking out numbers for me? In a large puzzle when you're trying to keep track of multiple rows and columns at once, blanking out the numbers for me makes it harder to keep up. For instance: There is a blue 1 and a blue 2 in a column. I'm working a row and happen to fill in the blue 1. You blank out the 1. When I come back to check progress on columns, I have a blue 1 with no closing square, I look up and see a blue 2 as the next open clue and try to fill in the second blue tile, which is incorrect. The 1 simply needs a closing X, but I don't see that because you blanked out the square, so I have to recount the tiles in the column before I can be sure it's right. That's awful gameplay.
2) And why is there no indication of how wide gaps are (like you show when I'm filling in a block of a color)? That's almost essential in a large puzzle, because otherwise you have to count each gap (20, 30 tiles wide) before you can do any calculations. Go play these puzzles on conceptis, see how smooth and intuitive their puzzles are.
3) And fading out the color of the tile doesn't provide much contrast in a string of 10 or 15 tiles, why not reverse the colors when a tile is completed (white or gray out the background and change the actual numeral to the color for easy reference)? Again, like conceptis. 4) Large puzzles begin to lag by the time I'm done, clicks sometimes aren't recognized or actions take too long to show up. And there's no quality button.
I actually beat the game without getting the badge (scored like 77M), then the next game I failed to complete the last order and scored 99M to get the badge. Doesn't make much sense.
3) So much effort put into describing the weapons and their history (which I'm sure most people don't bother reading), but very little effort put into the instructions of how to play. Level 7, for example, does anything indicate that you can hold down the mouse to continue firing? Or was it expected we would just figure that out? **Overall I found the game fun, but it didn't seem to flow well. Like I said, every level boiled down to the same formula for me. There was no unique strategy, aside from the last level on hard when you no longer had support and needed to be extra careful where you spent your upgrades. 3/5
I see a lot of problems with this game. 1) No hotkeys. This seems really simple at this point of flash game evolution. Some features should always be tied to hotkeys (pause, speed up/down). 2) Mortars are pointless. I'm not saying they don't kill people, but they aren't necessary to gameplay. I beat the hard badge without ever placing a mortar. Pretty much every level can be solved with the same formula: alternate guns and rockets in available slots. Always call waves early to get extra money, then just pause the game and spend your upgrade money. I put snipers in slots that were further away from the main paths, and converted the others to machine guns. You can upgrade rockets to the tank-targeters if you're near an entrance, but I'm not even sure this is necessary.
Sorry! Sorry! First, we're French, hence the possible bad grammar - please excuse our French! And then, the load screen issue is now fixed! Let's say it once again: sorry!