Chrome Users:
chrome://flags/#enable-npapi
Enable that and the native client option a few below it. Should work for a few more months...After that, hopefully there will be a non npapi option for unity.
Better control needs to be implemented for a speed/precision game like this. Perhaps a secondary key you can press that increases your movement resolution/slows down your movement when needed?
Game needs to be streamlined a little more - research starts a bit slow and there are just too many items to research. Possibly make research work in groups, as having to research each item so many times doesn't really add anything to the game other than tedium. The range of reactions is nice, and the detail for each item is great. Perhaps make items interact more so that you don't have to research all items, just specific focus groups etc.
This game makes an interesting statement, but I think it needs to be a little more fun in the process. By the end, my frustration was misplaced -- It wasn't with the lack of access to places and the people; it was with not knowing what I was really doing. I had no clear goal other than getting to a randomly placed green square. Am I going to class? Am I going to knee surgery? Am I going to find a hooker?
The control scheme is interesting, however, I don't like there are only 4 directions I can go in. I feel like if the time to try and support this mindset and feel of chair control is spent, then I shouldn't just turn 90'degrees because I spin the left wheel as lightly as possible.
As a social statement, I get it. As a game though, I think maybe I'm missing it a little. Good effort all around, I think this style of game with a bit of polishing can really turn out to make a statement and be fun.
Or maybe my save game is bugged. The starter cards I took out of my deck are no longer anywhere, but the rares/uncommons I have bought in booster packs are available in each deck screen. Is there something unique about the starter deck that once you take a card out its gone?
When in the deck builder, you should have access to all cards for each deck profile, even if they are being used in another deck. Since when you play, you will only choose one deck there is no reason to not allow the player to make specialized deck configurations and choose from those each battle.
Excellent concept, great implementation. Very well done, Morph. I would have liked to be able to toggle blocks by pressing the actual key that matches the letter block (if there are multiple of the same letter it would cycle between those)--tab made it a little too irritating to go all keyboard. Maybe at the least a cycle forward/backward option.
Great game! I think it hit what it was going for dead on. The artistic choices were well done (graphically and musically), the game play was intuitive and progressive. The game was difficult enough to be a challenge while still allowing you to learn/deduce what strategies needed to be used to defeat specific bosses.
Good game overall. Thoughts on some aspects:
-- Damage range on attacks is a bit too variant. Makes it a little more luck of the draw and less strategy. Perhaps limit the variance in certain situation so people are aiming to attack in that manner.
--Allow some kind of defensive attack maneuvers or some kind of buff to nearby units. As is, defense rarely (if ever) makes sense and the heavy defense units are pointless. If their defense could be used to mitigate damage on nearby units, or allow regeneration or some such thing, it would be a bit more useful.