I took a star off for not having any way to... you know... "escape" the red giant. That said, it was still pretty darn fun getting all the way to don't panic.
To program an arm, click on the arm while the machine isn't running, and click 'program' in the upper left corner of the screen. You'll be given options. Drag the little icons onto the arm.
After having played it, here's my thoughts. It has the same perfect gameplay as your first project, with perhaps the one advantage that things seem to be a bit more self explanatory. Still, I must repeat the words of my previous comment on your steam game. Add instructions! Add explanations! It took me too long to find out that you had to click, hold, and then press ctrl of shift to change the starting position of an arm. My other complaint is that you should probably add a story line, even just a rudimentary one, like you did with your first game. It would provide a nice and much needed context. You have solved one of my biggest complaints with the last game though. There are now enough levels to keep me happy! Good work!
I thought this format looked familiar! You built the bureau of steam engineering game. That one got favourited, but had a few problems. Let's see if you've cleaned it up a bit.
Finished. The solution to mission 4... actually to all the missions... was deceptively simple. You should still probably give better explanations. Can't wait for episode 2.
RDS, hear hear! I don't get what all this is about sexism. No good men? Aaand... everyone has forgotten BabaJi? He doesn't exist? He isn't a good guy? Well, I just don't see any sexism here, and that's all there is to it.
That... was beautiful. Incredible! At first I thought... oh gods above, not another assassination game... but then the story was so wonderfully powerful and immersive! My opinion of the game slowly changed from 3 to 4 to 5. By the end I was almost breathless. Good work!
Well, all I can say is that this game felt like more fun than mad science! It needs a bit of brushing up I think, maybe a bit more flexibility and versatility (eg. jobs in the army or as an arbitrator, lesson plans that make more sense... maybe some honestly tactical decisions in battle). Or maybe I'm missing the point. Anyhow... good work, 4/5
An interesting idea for a game, but the controls need some serious work before I feel like I'm doing anything more than making suggestions that are promptly ignored.
This was quite well done. Good graphics, and hints at a wonderfully crafted world. Maybe a bit more back story would help it, but I've seen some games ruined when that was introduced. Up to you really.
Quite good. I was thinking "There's no end to this game! Boring!" Then I figured out how to repair the ship. Got off that island on day 24. Overall, a fairly good game.
Despite being a favoured genre of mine, I give it an ugh. This was probably the worst possible use of interface in a point and click game that I've seen. Work on that for the sequel.
Only two stars, but I'm guessing it's something like your first game. For that, it's pretty good. Keep at it. With a bit of improvement you might have something. Good luck.
A good concept, its greatest strength is also its greatest weakness. I have no idea what kind of rating I can give it. It takes advantage of forcing you to explore the unknown, but balances that by not letting you even know if there is much unknown to be explored.