The basic concept is nicely playable. However, the game has several deficiencies that are sending me away.
(1) I can't replay previous levels.
(2) Even the "replay most recent" functionality is inconsistent.
(3) Constant begging for creds.
(4) Inconsistent game mechanics.
This is acceptable as a beta version; I'd like to see it when it's up to full release status.
I finally finished my own challenge: all levels done brilliant, day and night, in 42 finished runs. It takes a lot of concentration on badges to get leveled up on this short schedule. It also takes a *lot* of restarts and patience: some boards require heavy mana drops to win at these reduced ranks. The toughest one was winning daytime level 20 at rank 41. Also, it was quite annoying to lose so many good runs to event-handling bugs in the game. Still, the challenge was interesting.
I would also like to be able to buy things in the shop. I've tried clicking on a lot of stuff, moving sliders, etc., and nothing made any change. I haven't had the opportunity to go back there since I finished the tutorial. How does one get there? In-game documentation would help.
As far as I can tell, the down arrow doesn't do anything once I got past the tutorial. It's quite frustrating to watch my dillo make a small, damaging jump after two full seconds of mashing the down arrow. Similarly, it's frustrating to crash into an up-slope because the dillo wouldn't drop on command.
As the adage says, "write what you know."
Don't build a game on the theme of scientific research when you're not familiar with the scientific method and standard record-keeping. Grammar errors and mispronunciations are distracting; missing and false documentation on game mechanics just makes the game uncomfortable to play.
@CrafterFTW: You can reset the controls to anything you like. Look under "Options" > "Player 1 Controls". I just wish that the game were programmed to accept a key event as a top priority. I just tried again on a clean boot, and I still have my ball carrier standing still when I'm pressing a directional key, lack of movement when I give a pass or throw order, and a throwing direction that is at a right angle to the player's direction (display out of synch).
Thanks to the anonymous party who sent me a couple of suggestions. Unfortunately, your diagnostic ideas suggest that the problem is in the game response, not in my environment. It would be much better if I could take measures on my computer and fix the problem.
As it is, the controls are not responsive enough for the programmed pace of the game. Most of my team are unresponsive to my allowed commands, and are generally stupid on their own.
I would love to see the game upon full release -- this beta version is very promising. It still needs to have the mechanical deficiencies fixed; game features need to be brought into better balance, and the documentation needs to be completed and proofread. I would be happy to help with this last part, in order to get the game finished sooner.
I believe I'm done playing. The game doesn't save across browser sessions, and the controls don't seem to work about 25% of the time -- either that, or the lag time for my medium-grade computer is simply unacceptable for the game speed. My players run in directions other than the one I give, they dodge the opposing ball carrier about 10% of the time, and the pass/throw option often takes more than a second to take effect, making it ineffective at game speed. This could be a really good game if I had more control over my team; thanks for the attempt and for an hour of reasonable enjoyment.
The game needs more documentation: I have little idea what I'm buying with gold or points. Existing documentation needs serious editing: the missing words and changes in point-of-view and verb tense make the story line and hints painful to fathom. Status information during the game lacks clarity and breadth, making the play a matter of experimentation and investigation, rather than simple play.
I'm having trouble with the controls. Can I not run at the same time I throw or pass? If I'm holding down a direction key, the action command gets seriously delayed, often by several seconds. This reaction time is too slow to play a decent match. I'm 4-0-0 so far, but it's annoying.
Not for me. The instructions need to be proofread before release. Fix the physics. Score submission is broken -- gives only a failure message. Nothing innovative over the previous games of this genre.
Finish this game before making a sequel. Use bomb timing, perhaps. Put someone in armor, or in a bomb-proof vault that requires flooding.
I like the variety of visual presentation and the various placement challenges. This could easily become a medium-term addiction.
However, it needs a little more in creature comforts:
(1) Save facility -- it's silly to have to start over every time; (2) Explain how points are computed; (3) Display best score and current score for each frame played.
I look forward to these basic features, and then badges. I'm also hopeful of seeing a sequel, perhaps with order-dependent placements, features we have to unlock in a photo, and perhaps some pieces that auto-move around the board instead of just rotating.
This needs a save function and help documentation (so we can refer to dependencies information, such as requirements to build a factory). Also, it does little good to have an awards list for "points" when you haven't given the criteria for scoring points and don't list the stage scores or running total.
This is a great start, and I had fun playing this beta release. I look forward to having features and badges.
I set myself a challenge: to win each level on the first completed run-through. In other words, if an enemy touches a gem, I have to quit and start over.
I made it up to level 20, but stalled out there. Even with judicious attention to bonuses, I'm only rank 40. I think I could make it with generous drops, but I had to reboot my system for unrelated reasons -- this resets the game (yes, I've set the storage to infinite).
If someone else manages to knock off the top three levels with this restriction, please let me know what settings you used.
Parts of this are too tedious in places to finish in one sitting. Without a save function, the game loses its "grab". However, most of the pieces are there to capture the public once the save is in place.