I found it far easier to get the blue ribbons from the Arcade than from the Fairgrounds after the first two cats went through the obstacle course...slow undertaking maybe, but far better on the nerves than to watch your cats lose the ribbons they just earned seconds ago just because you let it run for 2 seconds too long.
Ok, I made a forum post on the career demotion matter, and spending a full two days trying to get back up to rank 4 after that many days' worth of focus and 5 rations, I still am NOT. People say it shouldn't take the 8 days it originally required to get to rank 4, but this second day is proving otherwise. I'm sorry, but this is cruel and unusual punishment combined with the horrid scrolling required to repeat tasks.
It was mentioned in another comment, but I find it funny that the most important "feature" of this "game" is the ability to learn languages ... fun? Entertainment? Hah, who needs those things when you can have 12 languages in your palm?!
I felt it had a good balance of horror, jump-scare, puzzle-solving, and exploring. One suggestion: maybe make the player icon one pixel or so smaller? Reduce the need to "match exactly" to pick up items or to move to the next area. If it was a bigger game with more areas to explore, the one-item-at-a-time might be an issue, but for its size seemed appropriate enough.
Thanks. A couple of people have mentioned the need to be directly over an object. I have used a snap-to-grid behaviour to make it easier to get into position, but I suppose it could be changed to if you're just halfway over an item. I deliberately kept the number of puzzles and map quite small to reduce backtracking.
Nevermind, yes, the homing shots are annoying, and they should not go off-screen(should disappear if it does) if YOU aren't allowed to go off-bounds either.
Dunno, the square's slow homing can be dodged, but I find the triangle's gradually-increasing area-of-death more annoying. And more often-than-not the nibbles you need to eat to grow spawns IN the death zone.
I'm glad the "aggregate rating" is normalizing slowly to where it should be. But this and similar games never should have had the 4+ stars that it had around the time of badging. This is a prime example of why aggregate systems have such a bad reputation for artificially boosting ratings.
Right around after unlocking Eatown/working on Integrated Circuits, the game seems to start breaking down? Businesses in Eatown continue to produce Tea Drinks and Coffee Drinks long after Tea and Coffee were removed from supply(and none remaining in storage). Worse, Air Conditioner refused to start building from supplied materials even though the requirements met long ago.
Then again, if the game's not in active development, these are just moot points.
Firechanter: Click on the "Bonuses". Click right a few times and it should give you the choice to see the alternate ending(I ended with Hack Ending, so it gave me the choice to see the Pay Ending)
Better that a decently-made idle game get badged than another p2w game, imo. Still find it funny that this game finally got badged after all this time....
The speed/acceleration "upgrades" are detrimental when considering the narrow sight given. It's more likely to run into an enemy rather than be able to dodge because of this
C5002: rather curious if you're playing kon2 and not kon3, because for the most part it's working as-is over here in kon3. Feels like they're getting ready(read: ignoring older server) for a merger....
Simply "frustrating", rather than difficult, when an enemy can use party-wide attacks with no downsides repeatedly, and not a whole lot to counter with.
The whole "character levels" are neglected and leaves no impression of growth. Makes each battle seem one-off and not something you can gradually get stronger in.
To those having trouble getting 300billion population or 50million genes: War. And if you get any genes from reset, focus them alternately on Reduced Costs, Increased Births, and Boost Army. The only thing that your native population production can compete on a meaningful level is Weaponry at late-game...Money, Food, Wood, and Knowledge imports all eventually eclipse what you will ever make yourself. And to do that, get Food high enough from war/production, then Army size/strength and birth rate high enough to keep pummeling the countries without population growing out of control. Ignore Medicine, it reduces % of working force, and the income is negligible compared to War spoils.
Thanks. A couple of people have mentioned the need to be directly over an object. I have used a snap-to-grid behaviour to make it easier to get into position, but I suppose it could be changed to if you're just halfway over an item. I deliberately kept the number of puzzles and map quite small to reduce backtracking.