I would love this game if it didn't feel like the guy was always trudging through waist-deep sludge. Instead, I feel like *I'm* the one having the nightmare, which just makes it annoying to play.
Am I the only one who saw "Grand Prix Go" and couldn't help but hope for cars mixed with goseki problems and strategic placement of my black or white stones?
BUG: I completed level 45 in a mere 6 shots (the guy who grabbed the extra sticky managed to flip around enough to tag the bomb guy as well) and I didn't get the achievement! D: Please fix this!
Too bad "Dad" never comes back at the end. It seems like that could have been a nice ending to the game. Instead he apparently died roaming the wastelands outside of the 24 known adventure areas of the kingdom. Maybe he was killed by in-laws?
BUG: In your spellbook the mouseover description on a spell for an undefined slot remains the same as the last spell that was shown in this slot. Interestingly, that means that you can actually have descriptions for spells from different pages all on the same page of undefined slots.
"The Hidden Kongregate Chest?" Kong doesn't hide chests! On the contrary, it flaunts them. Just look at Kongai. That makes me think that the Hidden Kong Chest is kind of like cake...
The problem I have with this series is that it's just not fun. It's like homework that's at least mildly interesting, but not fun. Even if "completely used" elements/groups got grayed we'd still only be taking a long, slow tour through whatever Badim can come up with and wants to show us. It's worse than those "six differences" games. At least those are pretty and if I can't find something I know it's my fault and not the designer being obscure.
The one thing I wish I could change most? Making the buildings invisible so I only had flat, monocolor tiles. The stupid buildings make the visual field too jumbled. Also: I guarantee that not one color blind player will ever be able to play.
This game was miserable to play and largely so because the tactics were so abysmally bad. You do NOT stack up close on cover EVER. All that time it takes for the gun to come up to a position where you can shoot is when your enemies shoot you and you die. Are you sniping? You would NEVER take multiple shots AND advance on a base. Realistically you'd rarely take multiple shots at all; you need all the time you can to get the heck out of dodge before they find you and kill you. Is your enemy blind firing? After you shoot their arm off you must move in and ELIMINATE. Even if they don't come after you they'll be able to tell their friends where you went as they tie on a tourniquet. There were just too many blatant errors for me to enjoy this game that comment after comment says is "realistic" or like "real life." Learn your source material when writing a game. ACCURATE info is available on the internet if you do your research.
Typically when there's only one control you would hope that it's been finessed. That doesn't seem the case here. Staircase jumps (like the ones you see first on level 7) become aggravating because you have to hit at JUST the right moment or Mike decides to impale himself. (It must be fun, he does it constantly.) Allowing us to slow our horizontal movement for a moment, dropping faster or giving us more control over our jumps would fix that, but mysteriously we have none of those.
The thing that bugs me the most is a relatively minor issue, but it's a common error on the part of game designers: If I've upgraded something to the max you shouldn't stop letting me look at what that upgrade does for me. Don't tell me "Upgrade maxed" tell me "Oh, this big sword? You're doing fifty gazillion damage with it. It rocks."
The parallels between this game and Passage (http://hcsoftware.sourceforge.net/passage/) are undeniable, but whereas Passage is a deep, contemplative experience that makes you think this one is a light, tongue-in-cheek fun time. Interestingly, I don't know which one I prefer. I would probably recommend both games to someone who's played neither.
I got frustrated several times by an apparent lack of information. For instance, when I hit the R to reload at the window there must be a sneaky trick I missed. Either that or I don't know which one my R key is. Likewise with starting the car. The moments of frustration really broke the story momentum for me.
The best upgrade in this game is the one that fills your plane with such awesomesauce that it turns in to a hedgehog, penguin, etc. when you land. Awesome homage to the ones that came before.