Could you please, please make it so a level retains the difficulty settings when I retry it? to have to click 5 times to achieve the same thing on each repeated runthrough is very annoying. In fact, simply keep the same setting through ALL levels. It's not as if I'm going to switch difficulties around much when attempting the next one.
good premise, nice graphics, but... a) why is the crane arm "swingy"? I'd expect it to be fixed with respect to the body of the truck. b) It's really hard to judge what obstacles are because of the 2D top-down view. Some isometric 3D that lets me see a bit of the sides of objects would help here. c) Often, I'm having a hard time picking up the container because I see no cue that lets me know if I'm positioned properly. It just appears as if the T key doesn't work. This is killing my fun. d) I'm also expecting to be able to extend/raise and lower the crane arm.
The play button needs to be more to the right, I get my hand cut off automatically if I don't move the mouse over to the right ASAP after clicking on it - that shouldn't happen. Also, though it's an interesting premise, I lost interest after about 2 minutes.
I struggled around 85% on normal/easy, then I tried "insane" and actually made 92% on "extreme" on the first try. Paddle width is upgraded to where it costs 181, slight upgrades to curve and powerup. Thanks for the suggestion, 3ndl3ss!
The horror of awful game art? Hidden Object games stand and fall with the art direction; putting badly drawn objects incongruously onto a rendered background isn't cutting it.
The game looks original and fairly fun, but it's too slow. Please make the turn control more direct, perhaps by linking it to the mouse; with better turn control, you could probably turn the gravity up so that levels can be played and completed as quickly as the upbeat music suggests I should. (Or maybe my computer is just too slow?)
I quit this game after a minute, and here's why: you dump me into combat, make me curious how it works, then instead of putting me in a combat situation to actually figure this out you ask me to do some management - what for?
I'm not playing this any more. Rarely have I seen a game that made me feel as much that the game developer is purposely out to annoy me. Collect all the red bloops, but I need to pay to find out where the rest is? Replay stages, but no stage selection? Asking me to do stuff but not giving me the means to do so is purposely aggravating. Bye.
Ugh. Played the first stage. The tutorial popups are mega annoying and disrupting. One of them made me go to the upgrade screen; the skill buy screen needs a big "Back" button, ideally to go straight back to the stage. There wasn't any explanation as to the red and blue gauges at the bottom right; is the blue one indicating progress on the stage, or what is?
Generally, the gameplay is similar to "Cover Orange":http://www.kongregate.com/games/Johnny_K/cover-orange , though not as original. The art direction is patchy: the background art style looks very professional, the mechanical elements don't fit that style so well. The gameplay is easy to medium, except for the last level, which is an unsuspected step up in difficulty from the level before. I expected more bonus levels like #13 as rewards for progressing in the game. khailcs does a lot of things right, but it's not perfect yet. ;-P (I didn't try the included level editor.)
Thanks for the generous 4/5 stars mendelde. ^_^ I was trying to explore what it's like to play on the other side of a catapult game. Then I discovered the answer is basically Cover Orange; but I had a prototype by then and there are plenty of catapult games but very few of this and I was having so much fun so I just moved forward with it. I consider this then as a variation of the anti-catapult gameplay of Cover Orange; hopefully it is idiosyncratic enough to justify a separate existence. Cheers!
hi, thaks for reply Now we making new game in same style, and it will be control by mouse