Your answer to not implementing a sell-all button and instead opting for your auto-sell is a complete cop-out. Production of materials is automatic, which means that if you did happen to sell all of your products you would have only to wait for them to be replenished. As this is an incremental game, waiting is part of the process. The true reason that there is not going to be a sell-all button is told in the process by which the auto-sell is obtained. Ad revenue. At least be honest about it.
Earning money via ad revenue was one (important) aspect of the decision, because it was in the phase directly after I implemented the ingame-reset for level up instead of reloading the page. Because of this the starting ads weren't shown after a level up anymore, which resulted in a significant drop in ad revenue.
But there were other reasons too. For example I feared a bigger lag when everything is sold at once. Of course it would have been possible, but with a similar effort.
In general I think the auto-sell is a more convenient way, especially with the new on/off-toggle, if you want to save a specific resource, as it was requested by multiple players. At least I think it's better to watch an ad for 30min auto-sell (and other benefits) than watching an ad to sell all inventory. ;)
The real challenge in this game wasn't the puzzles. Anyone with spatial acuity can figure these out in their sleep. The problem was getting the parts to move how you want them to, then stay there once you've managed it.
I can finally make bioplastics, but instead of making bioplstics my bioplastics somehow turn out as fabrics. This presents something of a logistics issue. I think my company may suffer for it.
Need to make the cards contrast more. And quite honestly, the field is huge for a memory game. Even if you do remember what cards have turned up you need a photographic memory to remember it's exact position.
Only problem I found is the hit detection on the anvils. Either the gods wrapped a forcefield around them just to be sure, or you made it just a lotta bit too big. Anvils would be lined up to miss me entirely, but I still get hit.
Just aggrivating... I can't tell you how many times I wanted to find the developer and rip his throat out because he fed my rocket directly into blimps in the famous style of Need for Speed which also fed you into oncoming traffic that would be near impossible to avoid. Luckily for me, though, this rocket handles like an Abrams tank driving over an oil slick.
Yeah, not at all good. 2 or 3 times the game ended before it ever actually began because my fish was hidden behind your massive start symbol as a boulder crashed right on top of his head. I'm sorry, but failsauce, sir... Failsauce
Just like in the movies, Rambo is unstoppable. He takes on hordes of zombies without taking a single scratch. In fact, he's so good at killing them that they never even get the chance to attack. It's like Rambo and Chuck Norris had a baby.
One of the most aggrivating pieces of crap I have ever had the displeasure to waste time on. About 1 out of 500000000000000 times did the ball actually go where your physics predicted it was supposed to end up. Horrendous.
I'd like to point out that the cpu cheats like a dirty little whore at every possible chance. I was up by several thousand points... Needed one more bank to win. What happened? (and this happened multiple times) Why... The cpu gets 3-4 rolls in a row with 3 pairs. I guess I'm not allowed to win. Way to make a bullshit piece of cheating AI garbage.
Srsly? My 40 grand got me a canoe? Sure, I wasn't expecting to get the yacht for 40K, but a freakin canoe?! Can't I atleast get something with a crummy electric motor for 40,000 dollars??
I have to agree with basically everyone here. This gets a 1/5 just because it's essentially pay to play... On Kongregate, for christ's sake. WTF is it with the increasing kred dependency? I thought that was supposed to be for players who found a game so epic that they wanted to donate to the dev team for additional upgrades / installments? Not just to get a few more days of in-game time. It's rather a load of bull
For how long I spent sitting here watching an insanely gay unicorn prance across an endlessly repetitive landscape, I was expecting the game to be a little better
Holy tiny game window, Batman! Mmkay... So it's a snake game... With absolutely irritating music. Why are you able to go off the sides of the screen, though? That makes the game ridiculously easy. Got bored within not even a minute
Why does this bike want to lean forward no matter what I do? Why do the tires fly off with the greatest of ease? Why is this retarded stooge trying to go over a mountain with a damn street bike? So many questions...
Earning money via ad revenue was one (important) aspect of the decision, because it was in the phase directly after I implemented the ingame-reset for level up instead of reloading the page. Because of this the starting ads weren't shown after a level up anymore, which resulted in a significant drop in ad revenue. But there were other reasons too. For example I feared a bigger lag when everything is sold at once. Of course it would have been possible, but with a similar effort. In general I think the auto-sell is a more convenient way, especially with the new on/off-toggle, if you want to save a specific resource, as it was requested by multiple players. At least I think it's better to watch an ad for 30min auto-sell (and other benefits) than watching an ad to sell all inventory. ;)