Unless one doesn't bother getting the easier 1st place awards on the first 17 tracks, one is likely to get both the medium and hard badges at the same time since it is also easier to get the bonus mission on the last track than finish 1st. Plus, at that point, there isn't really much point in the final car, since you've probably beaten the rest of it. If the completion parameters for the last tracks were lowered to "top 3" instead of 1st, that would help separate the medium and hard badges and give an actual point to the final car. I did enjoy the game though.
Hint: The villagers aren't freaking out because they are hungry, they are freaking out because there is a giant stone dude walking around their village. They will not say, "Hey, thanks for the food."
@SnackKing, That would create elitism in guilds and guild recruiting, ultimately making the game unwelcoming to new players. It's probably why they haven't launched conquest, which would be direct guild competition. The way it is is really best, guild members don't lose out so much in a really visible way because their guild isn't strong enough against another and there is still incentive to grown and strengthen a guild.
Seriously though, it does make sense to fire workers if we can't dual or re-train them since there is a cap at 30 workers. Since there is no award for variety of games, I suggest everyone take a good look at the game types and their skill levels. Plan a twenty person team for one and a 10 person team for another and hire and specialize based on that plan. You can make most of your fortune with two teams of 4 (one of each specialty) for small projects, and then just build them up to your full teams. And Mr. Coder, why can't we drag the scroll buttons?
What? You say you can't learn MS Word because you already know how to use 3DSMax? You're fired! Hey you, why didn't you get a snack like everyone else before the meeting? You're just going to interrupt us all for you? You're also fired!
Just finished, that was pretty awesome. Only came across one level which (as I saw it) had the possibility of getting irreversibly stuck and needing a reset. More of that would be nice. A few of the levels seemed to be simpler rehashes of the previous level. But all in all, nice simple puzzle game.
"The loading will takes a bit long at the first time." There was a time when I would have assumed that this was a result of non-native English speaking game designers. That time has passed...
Love launch/climb games, but way too easy, even if it is just part 1. Early bonuses gave enough to max out "no-duh" stats for quick progression, especially compared to the low actual coin collection. It needs a coin counter, an altitude/progress meter, energy meter, higher goal. I think I cleared this in under 5 minutes. Gameplay was enjoyable though.
I can't see this getting any attention this long after the game's release, but hey...I know you can quit out to get around this, but I don't think that meets the intention of the game. There are many unavoidable zilches, it seems at least one a game. Some are one 5 or 1 then nothing. There's not really anything to be done about those. But some are a bad string of single 5s where you can see it coming. I've had 3 unavoidable zilches in a row several times. It would be nice if there was a "fold" or "take a zero" button that didn't count as a "zilch". It maintains the "no cashing out below 300" while adding some amount of strategy to the gameplay.
What's that? You have a nice healthy 3000 pt lead? No matter, I'll just hand the CPU 2 "three-pair"s and then 4 1s. Don't worry, I'll give you a 5 and then nothing on the next round.
Oh, we know that there is going to be a launch today...but we REALLY want to take some helicopter and blimp rides. Besides, have you checked the weather?
When this first loaded and Papa Louis popped up, I immediately thought, "It's a trap! Nooooo! I don't want to make more food." However, this is a much welcomed change of pace. Killing things or helping to kill things is always good.