@kasoutlet you would never use a upgrade all in this game. The damage progression and gold cost increase means you are better off putting all of your gold into 1 monster (then 2 once immunities start annoying you, then 3 when double immunities start being a pain).
to get the easy badge you just need to not use ideas for a few rounds so you can build up to your max, then you can use a snack time if you end up with a bunch of feathers or no cards.
Completely unplayable on my laptop. After restarting Firefox with only this one tab open, it is taking 1.2 GB of memory, it is a little bit better on Chrome but still laggy enough that it's not playable.
Unlike some of the other comments I like the obscure questions. That's the point of trivia. If they were all easy questions everyone would get them. If I really want to know I can fire up and oldie but goodie and play bit. Thanks for the stroll down memory lane.
Also getting [16] Setup has failed: Loader bypassed - I'm assuming it requires some random third party scripts to load ads or something like that. I won't be turning off script security for a flash game.
After finishing the game I agree with tsundae that an auto-craft is definitely needed. I would also like to see an expandable mini-map display. The colors are a bit difficult to distinguish when it is so small. If one of the radar upgrades gave a way to see a map full screen with the items you have identified using the radar that would be great. Near the end, it was just a matter of finding enough titanium and it was hard to identify.
This is a good concept but the actual game play needs some tweaks for it to be fun. Needs a way to zoom in and a way to rotate the view. As it is some strokes are need just to figure out how you need to navigate the hole. Some practice holes to get a handle on how much pressure does what would be good.
This is my favorite implementation of these types of puzzles. I like that if you correctly complete the beginning of a line it grays out the correct values. I would love to see a level creator where people could create and share puzzles.
Very nice addition to the Hands of War franchise. A help file or encyclopedia would be useful. List the faction symbols with their names, buildings and upgrades along with descriptions of what the upgrades do. A list of what each upgrade does for each building and which upgrades are currently unlocked would be great. Waiting until the round is over to read descriptions and weigh the options is a pain. It would be nice to have a way to see all of the factions with your standing in one place other than the end of map summary (hovering over each map is a pain). As others have said, target first and show progress on challenges would be nice.
It would be great to be able to sort the worker list by a) what level they are on, b) day/night shift, and c) ready for promotion. Once I get the third level built it's a pain to make sure I have they guys spread out evenly by level and by time, and to scroll though all of the pages to find the workers that need promotions.
@LukeSoullmein make sure you have some security guards set to patrol during the day and you have enough for each level. I like to have 2-3 per level during the day and 4 per level at night. Remember if you are holding shift while placing them it sets the day/night and level to the current time and the level where you place him. Go to the staff section at the top of the screen to change the current settings.
For loser of the year this is how I got it. In a new city I only built a drug store and a baby shop next to one another for the negative impact. I didn't hire any janitors so trash is all over the place. Both stores have broken electricity so everyone leaves without being able to buy. It then took 4 days of doing nothing to get popularity to drop from 10% to 3%. Then just wait. I used the transfer of funds so that starting the process I had plenty of money to absorb the daily losses. I did have few security guards so the thieves didn't rob me blind.
@ALWolf25 - you need to compare the marginal cost to the marginal benefit not the marginal cost to the total benefit. The 4th upgrade costs 350 but gives +1 gold so you need to collect 350 times to break even. At 15 collects per battle that's 24 battles to breakeven. The 5th upgrade costs 550 but only gives you +1 gold per collect so 37 battles to breakeven. You would be better off failing an island at the last battle than capturing it and upgrading it.
The memory leak is killing it for me... 2.1 gb of ram and growing quickly after 20 minutes. I'm using Firefox if that matters. The taxes seem a bit small compared to the cost. At level 4 it's 550 for an upgrade and I get about 20 collections before they get mad. That means about 28 battles to break even (there are only 25 islands).
You should add in the description of the controls that you can hit r to reload, that is pretty helpful to not have to move the mouse until you get the auto-reload upgrade. Nice implementation of the genre.