Okay, gave this 4 hours of my life. Here's my thoughts. Rising price for parts: Kinda dumb. It discourages creativity. The level design also dicourages creativity. The length limits on parts discourages creativity. Allow more freedom and more creativity will flow. As the game is, there is a handful of ways to build an efficient vehicle without amassing millions of credits to make your 5 wheeled 5 engined tank. Now when it comes to the fuel situation. I understand that the point is that you should rush through the level before your fuel runs out, but some of the responsibility should be in the driver's hands. As it is now, fuel drains at the exact same flow start to finish, the only difference being the gas tank capacity. Consider this, who will burn more fuel, one engine or three engines?
(The rest of my answer wouldn't fit in previous comment) Dev : Monsters should have an attack type, as in Cow attacks with soul, monkey with tool, fish with mind, etc, this way, which of the 7 or 8 bad guys you pick to fight will matter. The loot they drop should also be different from one another. Because as it is, there's so many options, and they're all the same.
Question for the Dev: I searched for the answers, but I couldn't find them. Is there a necessity to upgrade all types or is it supposed to be, pick one of the four types and stick to it. I.E. Will upgrading my mind, soul or tool damage resistance affect anything when I use body to fight? I've been doing nothing but Body upgrading, is this how it's supposed to be played? If so, why bother having all these stats? Makes it confusing, don't you think?
Few changes I wouldn't mind seeing. 1. Auto-Shoot on/off switch. 2. Auto-shoot speed setting, it's actually possible to upgrade it so it goes so fast it shoots through bricks, setting it at lower speed would help. 3. Instead of having one brick hit the flag before reset, I'd prefer to have something like, wall has to be below this bar, that would be better than just set it and forget it for harder walls.
Overall not a bad game, I had fun up until Ultimate Wall 30.
Well, the couple of suggestions I have to make life easier are to not have item pick-ups require 2 hits to get (break crate, then pick up item). Maybe make the item be something you can just walk over and pick-up. For some reason 1 and 2 hotkeys don't activate my items, so I had to manually click them, but that might just be me. I almost want to say a slightly longer delay before enemies attack when they spawn, because if they spawn near me, I don't have ANY say in whether I live or die, it's instant death because they launch their attack and kill me no matter where I go. But that might be part of your difficulty factor, so if it is, leave it as it is, I'm having a LOT of fun with it.
Alright, I'll see what I can do. I think I should remove the possibility that enemies spawn too close to the player, and slightly increase the attack delay. The problem with item hotkeys is that sometimes the focus switches from ingame to kong and that prevents the hotkeys to work, so I have to fix that too. Thanks for the feedback.
// edit: adjusted the enemy spawn points, hope its not too easy now ;)
Hehe, thanks for your comment! It is meant to be difficult and as you keep trying you will notice that you actually do get better. Feel free to post suggestions to make your life a little easier in the first few levels. :)
Need survivors to search for stuff to keep morale high, more scavengers = more deaths, death = no morale, no morale = less likely to find stuff, less likely to find stuff = shitty guns. Shitty guns = fail game.
Review all your names and answers.
Enter a database for multiple possibilities. Also slap yourself for every one you got wrong, like Sephiroth. And slap yourself again for changing Yoshi's answer from the "Mario Bros" we had gotten used to. I am 00% sure you have a dozen typos in there because Cloud is an answer, but he doesn't belong to Final Fantasy, or Final Fantasy VII, or Final Fantasy seven. You have to make it so the game is able to accept multiple spellings of the same thing. Dragon Ball Z should be accepted. Gogeta should be acepted, Buu should be accepted. Last time : FIX THE ANSWERING SYSTEM.
ermh will not spoil any name..."Cloud is an answer, but he doesn't belong to Final Fantasy, or Final Fantasy VII, or Final Fantasy seven. " did you try 7??? omg sometimes I think you all complain for fun :( its just a game -.- take it as a riddle
Goomba = Super Mario, Super Mario Bros, Super Mario World, Super Mario Land. The 'correct' answer, Mario Bros, is very hard to guess to anyone who has played the games.
Game froze on RBG Destroyer title screen. I have a loping music and a different mouse cursor, but nothing else. Tried to reload, then it doesn't even load at all. The screen is too big for my monitor and resolution. Make it fit. 0/5 can't even play the thing. Also, Hitler avatar is poor taste.
Crafting screen doesn't show all the requirements, use a smaller font. Game doesn't run in background. 70+ level skills are 100% pointless without golden udder + finals. Evil Cow hat says +50%xp and +50%gold, is this true? Market screen, click on worlds and back to market. Next and Previous buttons still visible, make it seem as though you can sell worlds. Pickaxe value messed up, one of them should read 1,500,000 but it reads and sells for 15,000,000 (the previous is 1Mil, the next is 2Mil). Mining minigame is unbeatable past 0/45. Even with perfect aim and getting the best gems, there is not enough time to succeed, and sometimes, not enough gems on screen to succeed even if you had enough time. Instead of being a skill based endurance game like the other three, it's just a pointless activity. Ugh, I could go on with little broken things about this......but I won't. 3/5 because addicting.
Alright, I'll see what I can do. I think I should remove the possibility that enemies spawn too close to the player, and slightly increase the attack delay. The problem with item hotkeys is that sometimes the focus switches from ingame to kong and that prevents the hotkeys to work, so I have to fix that too. Thanks for the feedback. // edit: adjusted the enemy spawn points, hope its not too easy now ;)