@Tecnoturc -- others have already suggested these enhancements. From time to time, a game update includes the gray-out feature, but it's intermittent.
I wouldn't spend a lot of time asking for feature upgrades: the devs long ago overstepped their limits for game and UI design, implementation, testing, maintenance, and translation. This is a large part of why I've reduced my participation to my own island and relationship maintenance.
I don't see much "puzzle" aspect to this. The demo reveals basic mechanics of the game: (1) Get the blocks into the goals. (2) Do this in minimum moves. (3) Don't retrace your path in a given move. (4) Spikes disable a square permanently. (5) Stop on buttons to fill in a needed square.
/ / /
Early solutions are strictly linear. The rules on retracing and buttons serve only to bloat the required quantity of moves. The buttons don't add any complexity, and the spikes add almost none. / / /
Since I see no prospect of the puzzles getting qualitatively more interesting, I see to incentive to spend the equivalent of $2.00 US on the game.
Recent comments reference game guides in the IA forums. Kongregate does not support these any more, referring us to the web archives. The forums were not archived.
(1) Is anyone at Kongregate maintaining the data integrity? If so, they missed this one.
(2) Are the referenced forums in existence? If so, please provide a useful URL.
adTHANKSvance
Nope ... if you can't bother to proofread your text or edit your story line, you fail principle #1 of game design (see Kongregate "tutorial game" series). If you can't let me focus on my role in the game, you also fail principle #1.
@ZanderShadowbane: the animosity isn't merely because the games are BotD. In my case, at least, it's because this series has been given *far* too much promotion in the past month, especially for a game that is poorly designed and scripted, and hasn't been edited for content or errors in English mechanics. This is a lovely beta for a graphic novel, but really doesn't pass Kongregate's own standards for game design.
This game begins egregious grammar and spelling errors, inconsistent characterisation, dialogue continuity errors, and no point of view or other involvement to set an emotional hook into the player. This fails question #1 of game design: "What experience do you want the player to have?"
Too much paging through dialogue, too many spelling and grammar errors. However, the puzzle flow was well worth the actual play time. Differentiated discovery is good: interview, examine, explore, ... please add more variety in future games.
This loses my interest on two major counts: (1) putting me in a first-person game where you deny me control of my character. It took a bit for me to figure out that I am a particular figure on the screen, because so much of my wording is forced on me in the intro.
(2) The interface is awkward: it takes 2-3 clicks to perform a single action, over and over and ...
Other than that, there are too many unresolved references in the opening "explanations"; I have an uncomfortable quantity of "loose ends" when I first get to control my own destiny: things that the goddess and my character know, but I haven't yet figured out. The game play is inconsistent.
I was turned off by all the grammatical and characterization errors in the opening dialogue. Quit without working any farther.
If you expect me to get into a game, (1) do not put words in my mouth; (2) do not force me to be dull; (3) do not mangle the language I use.
Got entirely put off by the writing errors in the intro.
Didn't bother to play. If the intro story line is that sloppy in presentation, I'm not sticking around to see what the rest of the game is like.
I'm glad I got at least one badge in the old days.
Trying for a medium badge today, I'm starting at a white square on my screen. Please repair the interface.
Still can't get Super Nova to work: I click the box to have the game open in SN, and I get an error box saying that there's no association for the file.
I ground my way through the BotD, but that's it for this clunker.
The abstract concept is fine -- it's Yet Another Party Combat story line. However, the dialogue is inconsistent: if you're going to create a dialect or jargon, then keep it solid within itself. Most of all, the combat system is maddeningly slow and fraught with opportunity for user error. There are too many places where the game mechanics are not documented, leaving the party leader (player) to figure out how to do things that her persona would have well in mind. Don't strip "me" of my innate abilities as a long-term member of this society.
In short, this seems to be a full-featured beta version of the game. The production interface should make this worth playing to the end.
So many errors in grammar and game design, not to mention the copyright violations!
It's been a long time since any game made me not care about BotD so quickly.
Okay, you have an animated storyboard filled in with text you haven't edited, and alpha-grade animation. Where is the game? Reading through errors in English mechanics, discontinuous dialogue and characterization, and the merest "stub" routines of the game flow, is not a useful way to spend my time.
I am at a loss as to why this got badged, let alone BotD.
I have finally tired of researching magic incantations to progress, with no reward other than unrealistic metrics that tick upward until the next mysterious roadblock. The essential experience hasn't changed since I was half this level; I'm giving up. Back to replaying games with distinctive milestones.
I now know not to trust the voice on the phone.
Telling me I'm on "the Moon", when the view shows that this is clearly *not* Earth's Moon. I don't know where I was, but certainly not in the Solar System ...