Is there a bad ending? I'm at the statue in the temple, can't activate it because I somehow missed the second gemstone, can't go in the hole. There doesn't seem to be an way to continue without all four gems.
Pretty weak when three sets of questions lead to three sets of questions that lead to two questions...ALL OF WHICH lead to exactly the same ending. This isn't a multiple choice adventure. It's a click buttons and read what ending it wants to give you adventure.
GPStudios: It's not that the game is laggy so much as that it's deliberately slow. The text scrolling, the deliberate waddle as your character crawls across the floor, or npcs during events...changing quality settings has no effect on any of this. It's not a code problem. It's a pacing problem. Look at the first history lesson: it makes a joke out of how long and tedious the teacher's dialogue his. But the whole game plays like that. It's slow, and apparently by deliberate design.
So, chess with slightly different pieces, a king that cannot move, simpler pawn capture rules and an AI that will ignore you as you walk right up the board and win? Umm...ok.
The pandas are cute and all, but there are already a dozen games on the site just like this. Once you've completed one level and seen the pandas, there's not much reason to keep playing. This adds nothing to the genre.
It's a good concept. The strange camera angles and fuzzy display is because the player's point of view is the various security cameras watching her. But the game fails to be fun, because the only source of difficulty is basically that it's difficult to see. It's clever. I want to like it. But gameplay is annoying rather than fun.
Good length of game. Quick, cute, fast, and with a funny ending. Too often platformers of this sort drag on for way too long. This one doesn't. It accomplishes what it sets out to do then ends gracefully. Nicely done.
Awesome idea, but the game really needs to adapt more to the music we select. For my first song I did a vocal operatic piece, and for my next I did some fairly intense techno with a whole lot of bass. Wasn't much difference in gameplay. Opponents should change color based on pitch levels, faster tempo should make more, etc. Gameplay for Flight of the Bumblebee should not resemble gameplay for Swing Low, Sweet Chariot.
How do you take multiple girls home? I can take any one of them, but syntax like "take them both home" or "take blonde and fat home" results in me going home alone.
Good concept. Poor implementation. Most of gameplay is sitting waiting for a round to finish. Go to one edge, drop your units then come back in a couple minutes to see if you won or not.