Shift also does Turbo; I found that out when I inadvertently rested my pinky finger there and got Autoturbo. * Turbo Start is hitting the gas pedal as the word GO appears on the screen.
Response to the responses. * I have the upgrade award now, but I don't remember when it happens. Since all other awards are awarded instantly, it's very off-putting when this happens. * A game could have more than one difficulty or mode, but I understand that it's too late to add this feature here.
Difficulty. I do silver medals on these tracks right off - and gold medals from track 10, on my first playthrough. For a fully upgraded car, 1:00 would be a challenging time, and 0:50 for the nitro car. (I haven't tested that.) Have a platinum medal for 1:00? Make a Kongregate score = sum of best times on all tracks (use 5:00 for unknown tracks). Hard mode = more traffic is not desirable for me, it just sounds obnoxious, especially with hilltops we can't see beyond. (I haven't figured out turbo start yet, either.) For an expert mode, I'd like a fresh car, $0, and "sticky" rewards, i.e. if you did the first race on bronze and got $100, and you then do it silver ($250), you only get the difference = $150. To make more money off this track, you'd have to do it gold. So the max amount of money is the gold medal reward sum for all races, which is still more than all upgrades cost. Upgrad would be slower and ungrindable, adding challenge to the game (would need to be tested).
I get the point about hard mode, and that'll likely appear in a sequel. However personally I like the current hard mode with more cars, it's a different experience really.
I just tested it with the brakes - I had nothing in "Brake", then bought only thge $800 brake upgrade, and now the green bar is full. So is my brake stat 1 or 5 now?
Hmm, I just bought my fourth turbo item, and it didn't take. Do these not actually do "+1", but rather display the most expensive item for that stat I have bought so far?
Speed looks maxed out after buying four of them, yet I can buy a fifth one. Does this have any effect? Couldn't the "NEW" starburst just not blink? It's ok for items to blink that actually unlocked with the last race I did, but they blink all the time.
In the post-race screen, I see the name of the track, the time I ran, and then the sum of all earnings so far (I'd expect just that race). Bug or feature? If I could turn off the music and leave the sound effects on, that would be awesome. Maybe make the sound icon have 3 setting, with the middle one between on and off being that one? I know your gfx engine has had this characteristic for a long time, but walls and fences really look weird with all the textures perpendicular to our view instead of being lined up into a wall or fence.
While my initial impression was "meh", the game turned out to be much more fun than I'd thought, once I realised that a) colonists actually need to run around transporting materials (that's why construction is "waiting"), and b) pipes and cables need to be built the same way, until they had a colonist actually go there with materials they don't exist.
Features: I wish for an on-screen indicator of game speed. The pipeline ports are in the same place on every building; if you could rotate them, that would no longer be true, so you can't. You get metal and components back when you destroy a building (click on it, there's an icon at the side of its panel). Definitely zoom your browser to see more detail. For science!
Getting the Hard Badge: I got it at level 37, with stats being 985/455/350 mostly through items (Market lvl 4), with 65 profile points unspent. Do not put points in action, that's only for PvP! Put points in energy when you can't reach the next level with the energy you have. Early on, I used items to raise my attack and spent points on defense. I played most quests 5 times, 3-5 more often to farm gold. I beat the 3-6 boss with lvl3 water & wind rangers, lvl2 fire melee Anu-Ki, and Goblins. For early quests, wind rangers (protected by my dwarf in front), and later fire Bull and thunder Goblin made them easy. Goblins help you waste less time grinding because they are fast.
The music needs a mute that leaves the SFX on. The glider needs to be able to close and open the wings at will so course corrections are possible instead of "ha ha wrong glidepath, do it over".
Lots of interesting bits that do happen in logical chains. I'm not really sure how long it takes to find everything that's hidden in this game. Got to love this one for its originality alone!
Could you put a gold plaque on the week numbers where I have all gold already? (And maybe a green tick if all events have been completed, but not all of them golden?)
-- The slalom thing worked for me just now, apparently I needed to upgrade my car enough?
I get the point about hard mode, and that'll likely appear in a sequel. However personally I like the current hard mode with more cars, it's a different experience really.