Many of the jobs have references to real-life features. Such as the artist job where you're spending a long time to get little money, until you get well-accomplished and the tables are turned. So I thought the Casino job could change a bit too. We all know gambling is terrible for earning money, so maybe it would take money instead of gaining them? Or perhaps randomly give or take money with a statistical chance? Maybe just for the first one or two promotions (that are gambling based). And instead of just ending up as a pro-poker player, you could become a small casino owner, since that pays off far better, since the odds favor you.
Suggestion for future "reclaims" (if you do them again in new patches): 1. Don't show the feature for people who already have more unspent diamonds in inventory. 2. Illustrate it much simpler so it can't be misunderstood that you'll replace, not gain, diamonds. Either by a few pictures that show before/after, or by explicitly stating "RESET TO X DIAMONDS" or something else. And then optionally have the text that only few people read, that explains that event rewards won't be refunded.
Seeing reports of lots of people have "lost" diamonds with this reclaim feature - hopefully the devs have now learned that they shouldn't use text to explain things like this, since a sizable portion of people just click without reading :p
@QuotationStation as revealed by the stats page, "tapping" isn't just clicking. Rewards from flirting, gifting and dating also counts. So it's not as crazy as you think. 100,000 dates though. That's super crazy. And at the current game balance, the money and time achievements are also completely ridiculous. But I believe they've said it's just placeholder achievements for now, so it's very understandable.
A few suggestions to fixing hobbies: 1. Introduce a mechanic that multiplies the hobby speed. Perhaps allow hobbies to be activated “more than once”. Then make timeblock gains easier in longterm (maybe linear), and when above 51 timeblocks, your next timeblock-increase will make the first timeblock count for 2 instead of one. And after 50 more of those, the next will count for 4 and so on. Maybe change color/shape of those timeblocks to indicate how it works. | 2. At specific hobby levels the activity changes, and so does the progression curve for that hobby. E.g. Level 10 Dancing could become Playing Piano, and still yield suave. Playing Piano could have a bell curve progression. Others could start out slow and become faster etc. | 3. Change the way bonus multiplier works. Perhaps have some milestone achievements that double your multiplier (and all future multiplier gains as well), and have some achievements that are repeatable but only grant linear multipliers (like they do now).
Some hints |~| Black form: Hold jump and direction of wall. As jump speed slows down, tap mouse diagonally down towards wall to jump again. (optional: hold space to get puke with you as you jump) | Yellow form: Hold space and tap mouse to remove blocks carefully |~| "Dive": put a drop left to middle, reset until you get a cluster tall enough to fall without puke-chutting. Place your mouse in the puke-switch to avoid having to aim. Swim in the top but never go above. | "Tread Lightly": safely hit every 2nd top button, hold jump and left in bottom row corridor |~| Some levels just require luck and/or ingenuity. Have fun!
Is the last level possible without guessing or abusing the way indicators work? I spent hours trying to solve it logically, without success. But I'm not experienced in picross strategies, so I might have assumed wrong. Anyone did it?
@Volch please fix this distribution algorithm: http://imgur.com/cn2yKZ2 - the windmill is ignored since the upper coal plant prioritizes the upper wood factory, even though it has a windmill for itself.
Gets very repetitive if you suck like me :3 On my second run I reached the snow golem, and was stuck grinding money there for pretty long, and then breezing through until the ogre boss, getting stuck again. This medium badge is killing me.. Any tips?
Not sure if it's a bug, but in endless mode my allies weren't taking damage at least from bullets or grenades. I started noticing it from after I had a full team. Although they received weird damage when there was empty/transition spots in the enemies. Like the place at 1000 meters where it changes terrain. 5 random allies usually lost about half their HP. Fortunately napalm is a reliable healing skill.
Pro mode isn't hard, it's just as easy as classic, but with worse controls. Since I played classic first, I could remember all the motives, so rotation wasn't hard for me. And for the few new motives, all you had to do was rotate it a bit around once you clearly saw the motive. Tedious, yes, but not hard.
carniverus19 is right.. pro mode feels like a waste of time.. ah well, at least you didn't make a mode with randomized controls as a way of increasing difficulty. 3/5
One of the hardest medium badges I ever did. Very frustrating game. I'm must say I'm not very fond of making these stupid designs as a way of increasing difficulty. I'd rather have had some actually difficult traffic management situations - perhaps using timers etc. But that's an idea for a different game I suppose. I would still have liked keybindings for the traffic lights and a way to mute the music, but not the sound. That would have raised my rating from 2/5 to 3/5.