As a demo, this is unbelievable. It really nails the core mechanics of a space miner. The things that simplify navigation and travel are my favorite part: the lists of stations, pirates, asteroids, and warp gates are wonderful.
The navigation lists in the upper right can be scrolled, but if I try to use my mouse wheel to do so, it zooms way in/out, which is never what I intend. Can the mousewheel zoom be disabled over those?
The ability to sort those lists would be awesome. Proximity is usually what I want, but it'd be great to be able to sort pirates by ship class, for instance, or asteroids by type.
I always accidentally zoom in way too much or way too far with my mousewheel. I don't know what the right way to fix that is, but it's a small irritation in the experience for me.
And I have to stress again in closing how excellent this game is. I can't wait to see how it grows from here.
This is the most cynical exploitation of the psychological mechanisms that compel human brains to grind I've ever seen. Many its developer burn in hell!
Not only was this a novel little story, I appreciate that it was made gender-ambiguous, so it can be universal to anyone: man, woman, gay, straight, etc.
I really enjoyed the mechanics of this game. Great interface (even the kinda frustrating turning felt appropriate to the world somehow), nice graphics, and good music. But the ending really petered out, didn't it? Not much of a story, and the money / upgrades path leads to sudden effortlessness and pointlessness. This is a great game / world engine... now it needs some more content.
At last, I have beaten Chamber of Souls with a gold star! I am confident that this success will translate well to real life!
(Hint: gotta send the baddie through the red door.)
Just gotta say what a pleasure playing this game this evening has been. The puzzles are really in the sweet spot of difficulty for me, at least. And the way my solutions are saved in the game so that trying to gold/platinum star levels is like coming back to old code and refactoring... it's really satisfying. This game has lots of great aspects, but the UI design is my favorite.
For everyone struggling getting a gold star on Forgotten Chamber, the Bonus level for the Caves, you're probably stuck where I was for the past two hours: two gold, one gate, three meat. The key is the third meat. You've gotta use it. Creatively.
One minor problem that became major the longer I played this otherwise awesome game was the weapon selection. Frequently I'd click on one weapon, only to find it hadn't actually been selected. This missed click made me fire the wrong thing at least two dozen times, adding a strong annoyance factor to an otherwise lovely experience.
The shameless way the game tosses links to the makers' website up right where I'm trying to shoot every time I die is really an ugly blight on an otherwise enjoyable game.
This game is an achievement for the junk / sell all junk innovation in inventory management ALONE. I loved that I only had to tell the game once when an item was no longer worth anything to me and I'd get some cash for it all whenever I hit the next town.
This game is massive achievement. An incredible amount of thought and effort clearly went into it: thank you and congratulations! During the first 1/3 or even 2/3 of the game (boy, did it take a long time), I thought it might be the greatest Flash game I'd ever played. I loved the innovative take on a zombie apocalypse, and I loved the new idea of exploring conditioning possibilities. But the final third was really disappointing. Actually, I haven't even finished it because it's become such a brutal, uninteresting grind. The payoffs dwindle, few surprising things happen... Unfortunately, it's a significant problem in a game that would otherwise stand as best in class.
fixed in build 23