The storyline doesn't make much sense, but the music is excellent and the art is well done. Not nearly as tricky as some of these type, but that is not necessarily bad. The left and right sides of a room approach is clever.
So I walk into the laboratory and find three items that Rupert says "I need a vial to take that" when I click on them. When I click on the vial in the same room he says "I don't need that." You really should give the player a little more freedom to do things in something other than precisely the order you had in mind.
Nicely done, although a bit short. My only complaint is I clicked in the correct general area to get the gem many times before I finally found just the right spot. It should probably be a bit more forgiving.
Fun little game, although the leveling ended a little early. I'm a little baffled that you think people will be willing to pay you to make the game easier, though. That cost you 50% rating and any chance I would donate.
I don't know about you, but when I go to a restaurant that imposes a mandatory "service charge," that is the extent of my tip. On the other hand, if the establishment is courteous and leaves it up to me, I am likely to tip more than the service charge.
You are seriously trying to charge for "extra features" in this game? You will need to come up with something a lot better before it is worth paying for.
Doesn't seem to add anything new to the genre. Needs a pause option that allows building so careful planning is possible. Needs a way to speed up the game. You don't know what flak is, do you?
Well done, but it seemed pretty short. Also, there really should be some way to see what trophies I earned after I complete the game. Having some idea of what I found and what I missed would add a little replayability.
If there is no reason to stop firing, I should not need to hold down the fire button. With weapon upgrades coming so rarely, it sucks when they are not an improvement.