I have the same problem with the slalom that Crisius has. Also, could weplease have an option to turn off driver names and position placards in the races?
First impression after the first race week: the game feels a lot like the first installment. The damage bars for tires and body have gone (does the game still track this damage?), and we now have a rearview mirror. The graphics seem somewhat improved. The race calendar changed from a monthly to a weekly view; I preferred the old one. Price money seems to not differentiate by placement, i.e. you get $500 for beating a race and $1000 for winning, with no in-betweens. The races themselves seem slightly harder than before, though the third race, "hit the crates", is an easy and fast moneymaker. I'm curious to find out how difficult the game gets once the car is maxed out and there are still weeks to go - my upgrade level is now 2-3.
tl;dr: "new & improved".
Thanks for that. We really didn't want to change too much with this one, as the first was very popular. But we've tried to improve things where we can.
The monthly calendar was too confusing for some users in the original; we just tried to simplify it a little.
On a repair skill: to speed up the % repair would be diminishing the game, I feel. As I played, I got a feeling of how long it would take me to complete, and speeding it up would destroy that anticipation. However, if there was a skill to speed up base repair (the bar on the right) or allow damage for that to be bought in the shop as it is for the robot itself, that would be nice. Sometimes you just can't distract these green biters, and the punishment seems too harsh for that. I also feel that the weapon change delay is part of the challenge, even though it feels frustrating. What I'll remember most about the game is how the different animals "swarm" differently, they're well characterized by their behaviours (and the playing field is probably obstacle-less because they would otherwise run into pathing issues and look unnatural?).
Yeah, path-finding would have been a problem :) As for the repair upgrades, it would probably increase both the % and damage repair amounts. I have to test it first and see how it turns out.
I'm currently on day 9. Thoughts so far: The "distance to the edge of the city" display kinda gives the story away, maybe show that only once the group actually starts travelling? Searching for food/meds is a bit weird; when I do that, the day number does not progress, but I end up in a different location (i.e. the description changes). Also, I collect food, but my people seem to stay hungry. (They aren't very hungry yet.) I'd like to see character descriptions when I hover my mouse over their portraits because I don't remember much from the initial dialogue. Some kind of log book that recounts what I had the characters do and how successful they were at it would also come in handy in providing some orientation.
This game punishes using fewer cuts (this is possible as early as level 10) or creating more pieces instead of rewarding it (after all, you're doing *better* than is demanded of you). What's your excuse for this behaviour?
I love your difference games and follow you for them, but this one just doesn't cut it. Reasons: * making a picture where you have to find stuff purposefully dark is just messing with me - I don't like that. * No story. * The relative scale of the objects in the picture is way off. * There's no rhyme or reason to the selection of objects in a particular room.
This game is no fun, it is a chore. There are hidden object games much better made than this one.
Either the rules are obscure, or the game is buggy. Sometimes I get a missed shot on edge shots (if they refelct twice), with an additional miss if they don't connect. Sometimes I'll have 1 ball left after a new wave of balls spawns. And don't remind me of the time I had 700+ balls on the field...
Thanks for the update. I can now complete level 18 without having to learn how to jump and flip through the air while on the straights like the AI cars do - just a straight, flawless run wins it. I don't know whether I'm up for the challenges the achievements represent, but to keep somebody playing the game for 3 hours on an almost impossible achievement to have him finally beat it means to me you've done something right.
Hmm, more and more difficult levels would be nice. Maybe add some obstacles, such as "ponds" or walls that obstruct unfolding? Or squares that unfold in the direction that you bump them? I was thinking I'd need an undo button, but the game ended before I really needed one.
Thanks for that. We really didn't want to change too much with this one, as the first was very popular. But we've tried to improve things where we can. The monthly calendar was too confusing for some users in the original; we just tried to simplify it a little.