Game crashes at last scene : After Liam enters parasite cave, Reemus takes the pineaple, blocks the entrance, and hides in frog, that is wen it crashes. Both in forefox and chrome, too.
Don't make thre inveoty list 'unordered". Group similar things together.
So, if pickup a leather botos, for example, it should not simply be added at the end, making ofr a totally unordered list, but should be added with the other armor items.
Also, when listing armor items, always list them in order from top to bottom according to the body slot they use.
i.e. don't put all armor items pell-mell, list all headgears, then all body armor, then all arm armors, then all feet armors.
That would be much less confusing.
Cool game.
Excellent game. The game is better made in the first half, for when you click on something there is some kind of hint about what needs to be done and whatnot, often quite comical, but later Nick Toldy stops speaking/commenting like that, if you don't click in the proper order on stuff then its just "nothing happens", as if the author was a bit burned out about the project. The mine + tunnel puzzle in particular was EXTREMELY frustrating, almost NO hint there.
But overall it still is a super little game!
Tending crops is a total waste of time, because the person working as a farmer makes +1 food, which he consumes himself,, pretyt much useless if you ask me! Farmers should simply have doubled the farming production. i.e. farms produce 2 crops, 4 with farmer, or 3 crops later when the research for better farmubg, making that *6* per farmer.
Guard put on active duty gain combat experience, not idle survivors that just happen to help defend the fort. That is good. However, I'd like for guard on active duty to provide a better defense, say they count more than their their normal defense points?
Main layout: I'd put all 10 worker types in 10 boxes instead of 5 boxes, then 1 box for "the rest". This can be done easily by making the displays of cash, time, belt control, and outputted items, a bit lower in screen. Instead of "durniture select" box, put these directly in unused screen bottom. No drag and drop: click once grabs, 2nd click drops. Moving workers and items around should be allowed.
Border tiles should work. Infuriating that there sode tiles not part of map but are just fluff.
Ok ventilator range limited, but everything else should have a bigger radius effect. Currently the overall feel is that things are *very* cramped.
I liked the "real stuff' data, makes me think about how to help the situation.
What a fantatic little game. Good story-within-a-story concept. Good art. Simple and fun.
Perfect as a high quality browser game. I really hope this turns into a series because the style, the universe, the heroine, they're all quite catchy and lend themselves VERY well to a "comic book" style (not superheroes comics, more like french hardcovers style, like Thorgal and the like), where each chapter is one story, and still it would be quite easy to have a bigger story too.
Oh, and don't make things move RELATIVe to me, make them move relative to the background! It is really annoying when you're at godess level and most stuff just moves in the same direction you do, and FASTER than you, too.
Achievements should be for noteworthy events, not for hours upon hours of grinding.
Suggestion:
If you die, half-freed shape will go away. So skill becomes important, too.
"Hurricane Helper - Free 1 Hurricane."
This is important it is the "you did it for the first time" achievement.
"Hurricane Redeemer - Free 5 Hurricanes."
"Hurricane Vindicator - Free 10 Hurricanes."
"Hurricane Liberator - Free 20 Hurricanes".
***NOT 200!!!*** Thats just crazy it makes achievements pointless.
Add "altitude" and "latitude" (with left/right wraparound) which take several minutes to reach each from least to most. A moon telltale's position would indicates both. Altitude afects sprite density. Latitude affects sprite complexity. This way, player can choose his preferred hunting grounds. Wants to not be too much bothered whn hunting? Go high. Want to flood the screen? go slow. Wnat to improve odds of finding complex sprites? Put moon in center. Want simpler sprites? Move left or right, but away from moon.
All in all, an excellent game! THANKS!
Better achievements organisation: packs right after the non-packs.
Remove all "without using power-ups" conditions.
Double experience needed to level up.
Reduce achievement redeem number required especially for complex targets. 5, 20, 50 rather than 5, 30, 100.
Add an achievement step for easy targets that you often redeem by happenstance rather than dire et choice (like Couplets).
Wings upgrade should give a more notable difference.
Make nymph start small, slow, less brilliant, without capture radius (i.e. "aura"). Level up means larger, faster, more brilliant, gain aura (nearly imperceptible one pixel wide maximum shimmering at first, but at god level very bright energetic and wide).
Being killed would seem to restart at nymph, but the higher the top level already reached in play, the faster the overall catch-up would occur. Time would be a factor.
In achievements, put "packs" right after the "non-pack". Easier to find.
Nymph should start small (same as green spritelings?) slow and less bright. And level increase, she becomes bigger, faster, more brilliant, and eventually gain a "god aura". "spriteling capture radius" should be nil at nymph and increase with level.
Double experience needed to level up.
Add a bigger achievement for easy enemies redeemed by happenstance rather than choice (couplets...).
Reduce achievements number required for the thougher enemies. 5 20 50, not 5 30 100...
Remove "without power ups" condition.
Superb game.
On the minefield level, eight when I gained the mines, I did "reset all" on my points allocation.
Turns out I had 565 points to spend but ONLY THE MINES WERE UNLOCKED and upgradable!!!
Can you say "I am Royally Scrwed Over" 565 times please?
Persistent weapons enabled, you say? Riiight.
My initial score was a 5. Dropped to 1 since this effectively completely ruined the game for me, and I consider this a MAJOR bug. don't put in a feature IF IT DOESN'T WORK!
Apart from that, really great game!
Minor consistency glitch: In the spacial zombie tech screen the M.J. zombie is is listed first, but in the main game screen that same zombie is listed second. Such ordering should instead be consistent within the whole game.
Items are listed in the order you receive them, so new items at the top. I am working on improving the ordering system though and adding filters.