Gotta say, ending the game with a final achievement (balduranium) that requires literally months to accomplish with nothing else going on in the meantime, and which doesn't even offer a satisfying income boost when you get there (since there's no corresponding generator upgrade, so water continues to be as massive a bottleneck as ever) was not the best choice. That's a shame, because up until those last few months, the game manages to keep things fairly interesting.
Well, that was fun...a bit short at ~12 hours (or 8 according to the game) but I wasn't looking for a marathon. My only real complaint is that the endgame currently feels a bit anticlimactic, and here I'm referring to the "endgame" as the completion of the final quest. Now that that's done, maxing every last stat just to get those last few achievements feels kinda pointless -- though I guess I'll hold out for the Knight ending, even though there's not much to be gained from a 3x boost at this point, apart from bragging rights.
Can anyone explain how one gets to wave 2000 to unlock the three "God" heroes? That would seem to require getting at least my strongest hero (Chief Droku) to the bm/bn DPS/HP range, but right now I'm around wave 1800 and he's in the bi range and the game is at a standstill. I've been investing my gems in blueprints and skills, so I think my DPS/HP multipliers are solid, but it seems as though dozens more prestiges would be necessary to get Droku where he needs to be. So what am I missing?
It took me a lot of trial and error to figure out when/how the rotating pieces "decide" to turn pure white so that they can be removed. I'd expected it to happen when they've been rotated so that they're connected to at most one other piece and are otherwise unblocked, but that's not the case: they actually have to be *adjacent* to at most one other piece. This doesn't really make intuitive or physical sense to me, so I'd suggest revisiting that rule. Otherwise, nice little puzzle for when you don't want to think too hard!
One thing I'd be curious to know is whether the "Power after prestige" exponent in particular is rounded or exact. Since it changes so slowly, if it really increases in discrete steps of 0.1 only 2 or 3 times a day, that obviously becomes pretty important in deciding when to prestige.
Neat idea, though I decided to quit when I got to the "15n^12 spend in one upgrade" objective in Level 8, once I realized that that was almost 100x my current record and I'd need at least 3 storage upgrades in a row even to have enough storage to save up for a purchase that big.
Nice work! This is one of the most promising games I've seen of its kind since Colourshift. One feature that would be helpful would be a way to mark tiles as "locked"/"settled" once you know they have to be turned a certain way...click-and-hold, shift-click, etc.
Thanks to pointing me to Colourshift, I've never seen it before. I have unreleased features such randomize levels, larger/smaller pipes, multiple colours, wrapping, and colour mixing but I have yet to polish these features.
I was hoping to create a theme for my game that would introduce unique playstyle.
I like this...it gets more mileage out of a simple concept than I'd have expected. Apart from reducing the number of ads, my only suggestion would be to introduce an award for each level that compares the player's performance to the least possible number of moves for that level (instead of just making them solve in 8 moves or less).
I managed to see this through to the end, but it was fairly tedious, since increasing the number of floors (without increasing the number of operations) doesn't really do much to ramp up the difficulty or interest level. Adding multiplication and division might help to make this simple concept a bit more interesting.
As games that deserve a loving tribute go, Monument Valley is right up there...but what's really cool about this is how the dev managed to keep the creativity and production values just as high, and even introduced some very clever new ideas (like the 3D-to-2D shift in one of the final levels). One of the coolest "clones" I've ever seen.
Nice game, but in one of the last two puzzles (15x15), I'm 99% certain you reach a point where you can't make any further progress using standard deduction techniques on each row/column, and you have to fall back on the "hint" system (in which the numbers won't get grayed out until you've solved the line correctly).
Still love this one. For those who find the higher levels too difficult, the walkthroughs should help you figure out what order to do things. (There aren't many levels that require a ton of timing.)
Thanks to pointing me to Colourshift, I've never seen it before. I have unreleased features such randomize levels, larger/smaller pipes, multiple colours, wrapping, and colour mixing but I have yet to polish these features. I was hoping to create a theme for my game that would introduce unique playstyle.