I`m torn if those elevators come with built-in blackjack-and-hookers sessions or just lead to nirvana. Clearly the elevators are the sole reason anyone visits this hotel though, because the single complain I got over the course of the game was having too few elevators, despite a whopping 33% of my entire hotel being top-class elevators. A sequel should let you build one of those murderous elevators from the movies to kill off those elevator fetish guests that mess up the star rating constantly.
Having 10 days for a competitions and thus not being able to do what you actually intented is alright. But why upload it here? There`s no harm entering those kind of competitions that limit your development frame, but if you want to upload it later on, there`s no competition police breaking down your door for actually going back to the game afterwards and expanding on what you did for the contest. Because the actual concept was nice, had potential and I would have enjoyed this if it went on for different endings in a text adventure or visual/kinetic novel style.
Games with such blatant bugs and issues shouldn`t receive batches. While tastes in genre may differ and thus I would never mind games I`ll probably hate while others love them get badged, programming execution should be a criteria. Because bugs, dead ends or severe lag or memory leak issues are hated by everyone equally and we shouldn`t be forced to play these kind of games for the badges.
While I can understand why Kongregate allows certain games despite blatant memory leak issues, I really don`t get why they even get badged before such major problems are sorted out. Apart from that, I liked the first one more. This seems hardly like a polished release. Forget the memory leak, things like the lowered difficulty compared to the first game, as well as collecting loot giving back so little reward that it`s not worth taking off firepower from the enemy even for a second to pick it up. Should either be automated or give much higher rewards, but even then the loot magnet seems like a wasted part of the tech tree that could have been replaced with a more impacting and interesting support system.
Way to grindy at the start, it gets better and becomes fun after that sloooow start, but a lot of people probably wouldn`t stick around long enough to notice. Otherwise a nice idea for a game. 3/5 (3,5 to 4/5 if the start were less annoying)
Guide to skip all grinding and play with maxed out skills from the start: Step 1: Unlock "auto clicking". Step 2: Enter "Animal Lair, Level 1". Park your cursor/main weapon over your mushrooms patch. Leave the PC and do something else. Auto clicking + endless supply of low-level enemies = automated gameplay. Results in a few millions cash after you come back a few hours later. Plus this comment for others to see if you liked the tip.
The Hard badge didn`t trigger for me when it should. But it speaks volumes for the game`s quality that I really didn`t care, since I planned to replay this a few more times anyway.
Fighting was primitive (3 moves, 6 spells, magic has some issues too), enemies vary little in weaponry/tactics. I liked how I could succeed with a fast glass cannon build that never upgraded defense/vitality/magic. From what I healed with no magic stat I`d assume tank/damage sponge build or a hit & run build (since foes hit slowly) would work too. Props for equips showing on char, old items with big single attribute buffs staying relevant later-on for min-max builds or people salvaging a failed build instead of forced grinding (+vitality charm just before the boss says hi). Stat reset would have been nice (curious trying out builds, but the replay value is too low to actually do so). A newgame-plus which retains the Level & adds a hardmode option would be nice. Some potential, bonus star for cutscenes/humor/music = 3/5 rating. Could be 4/5, but there was lag whenever I pulled 3+ enemies into combat for challenge or to set-up combos/areaspells
Things I`d like to see in 0:17 (plus this if you agree): I`d like to see an idle countdown. I know how long it takes for idle status to kick in, but a visual cue would be appreciated. Apart fom that the ability to select which visuals of a hero you want shown (guilded/un-guilded). Some of the guild arts are worse than the original look (for my tastes anyway), also lategame you only guild 1-2 of your heroes anyway.
Maybe add an achievment once you had every single Hero guilded at the same time and unlock the ability to choose the hero artwork shown as the benefit of getting that achievment?
Suggested new feature: give us a button to choose which artwork of a hero (ungilded/glded) is displayed. If there are two artworks available, I`d rather be able to choose which one I like more over the visual cue if a hero is gilded or not (late game you plan this out anyway and at all other times the floating tooltip tells you the guild status info anyways).
For the completionists out there: Keep climbing the ladder up to your apartment, Johnny`s got 5 randomly chosen ways to climb it (1. hat, 2. rockets, 3. ninja-style 4. yoga-style, 5. mega man-style). They`re all worth seeing. Loved the in-jokes in this in general, specifically the SCUMM-TM wallsign in the intro.
Nice little game made a little more epic by the Kongpanion use. I disliked how often mines and springboards spawned at the same place. The achievements were a little lackluster. Some more higher Tier ones for the end game and some unconventional ones like "lowest allowed height/speed" fixed distance runs or "reaching 0 forward speed" during your run without actually stopping would be fun to aim for. In general I unlocked all but the "hit whatever that many times" achievements way before I maxed out all upgrades. For that matter, end game needs some more money wasters. Things like a sound test that could let you hear your kongpanions voices or unlocking color swaps of them. Some costumes for your armadillo or wacky stuff like a giant or miniature armadillo mode. Basically more content to make things last because the game is fun enough to attract more attention than the substanceit`s got right now covers.
You know a point-and-click is seriously funny if you find yourself going out of your way giving the wrong dialogue answers, so that you won`t miss a single humorous line of dialogue.
You can actually hide your tank inside your base and fire away from there, basically making it your second shield. The good part is that you can from then on ignore all tank upgrades that aren`t firepower-related, always upgrading the base health instead. Makes the game a lot less of a grind. Sufficiently upgraded your base`s weapons can actually take care of quite a lot levels on their own, further making the little grind you need to get all "spending" achievements automated.
I`ll be honest, that last wall climb area was annoying enough to take the fun out of it and make me rate it lower. I don`t even mind the difficulty, but some platform in the middle with a safe point or just to land on when falling so you don`t have to restart the whole climb would have been enough. Redoing the easy parts again and again is just tedious and boring, not difficult. Especially when even the harder part had me falling because of the occasional lack, which made it more annoying to be stopped an inch before claring the entire game.