This would really benefit from a way to plan routes in part: first do half of the red one, then the blue one, then continue where you left of with red. Some method to edit existing routes (instead of having to do them all over from scratch) would be very helpful.
Am I getting paranoid or are some of these puzzles deliberately *so* obtuse just about everyone has to grab the ad-loaden walkthrough...? Especially the windmill puzzle I still don't understand, even after having seen the solution. :s
Are there any changes to this game with respect to "Icy Gifts", or is it (apart from some palette swapping and bonus renaming [ps. one of the bonuses from slot machine is still called "ice floes"...]) completely identical?
Nice game, just one request: please let us control the movement of our character separately from aiming our weapon: just because I'm shooting at the left side of the screen does NOT mean I want to move to the left! Using the arrow keys and/or the A/D keys should be fine.
Looks promising, but repeatedly crashes: "Error undefined". Fixed it a few times by continuing from a save point, but now that too seems messed up...!? In this state it's effectively unplayable. :(
The only way to defeat the boss (why is the screen so small; I have to fly up *against* the thing before it "wakes up"!?) seems to be having a bunch of Support Calls... but using those feels like cheating since they are so insanely overpowered (in part because you can spawn multiple at a time) every boss just dies in seconds.
Is it just me, or is this game starving us for cash; I have open slots in my ship because I can't afford buying additional items... :( Usually I'd just grind some extra funding, but if you thought levels drop little cash on the first run, try subsequent runs, when they get really frugal (needing almost a dozen runs to get a single weapon gets a little too repetitive for my taste).
The above criticism notwithstanding: this game has a ton of potential (but also a lot of room for improvement)!
Stuck on wave 7 of level 2... The enemy has invincible tanks!? Or are my guns not upgraded enough!? I have no idea what's going on, but it feels pretty broken... :(
The game looks promising, but there's a lot of small issues with it. Many have already be pointed out by other people, but I want to add something: the inventory. Why do I have to guess which bow is better just from its image (when my mouse hovers over it, tell me the name; preferably, tell me stats, so I can compare currently-equipped vs. newly-dropped). Let me sell (and equip) stuff while I'm in the shop. On a non-related note, why do potions become more expensive later on, without becoming more powerful...!?
How to win most levels without thinking: Take two Halberds (to max out Attack) and two Body Armours (to max out Defense), let all other items from these categories go. Ranged is horribly underpowered yet takes up a ton of space... so just ignore all of it. Grab all the potions you see; you'll have plenty of space to fit them all. You'll win in three categories and lose in one, making you win the fight.
While I do like the general concept, I think this game suffers from the "snap" feature being far too eager; some levels practically auto-complete themselves. If the target audience is small children, that's fine, but how about having difficulty levels: "kids" (what it is now), "normal" (like now, but without the solution outline) and "hard" (dial back the snapping distance by *a lot* -- to compensate and keep it playable, shift-click tacks (or, untacks) the clicked piece; this allows fixing long, mostly-correct chains in place, so they don't fly all over the place with a clumsy move [also helps when partially unsolving, to make room for another piece to slide into place]).
Feature suggestions: -- -- Give visual feedback (cross out the icon?) when the "respawn" item in Survival has been used up. -- -- Show a hint in-game about the pause menu having an option to review your items. -- -- I second stern keefer's suggestion; finding which battles still have a "free level" is more cumbersome than it should be. -- -- Possible bug: -- -- The "dark priest" in Survival never shows up in my bestiary.
I really like this kind of puzzle, but don't like this particular incarnation at all. 1) It takes me half a dozen clicks from completing a puzzle to get back to the menu and find a next one. 2) What's with the insane trickery to be able to unlock "normal"...!? 3) I want to be able to correct mistakes, not getting fined a penalty for the slightest misclick. 4) If I try to mark an entire column empty but my finger slips from the 'c' key to 'x'... that's an instant game-over...!? --- The core puzzle solving (except for not being allowed to make (and later correct) mistakes, is pretty solid. Everything around it... not my cup of tea, to put it mildly.
The description ends with "(..) so that you can beat back the aliens and take back your homeworld!". I haven't been playing long, but the only aliens in the game ("Ancients") are originally described as unknowns, so I guess they aren't the ones who attacked Earth. I also have no idea /where/ Earth is, which makes reclaiming it difficult. Did the author of the description get a little carried away, or is liberating Earth really part (and, the end goal) of this game?
"You have completed this hardest game ever made with the total cost of $7000. This means that you have scored higher than 90% of the people."
There's *much* harder games, even in this same genre. I recommend http://www.kongregate.com/games/duerig/tile-factory and http://www.kongregate.com/games/PleasingFungus/manufactoria for instance. (Also, I think you should say "scored better", since lower scores are better.)
Is it just me or does the game pretty much force you to do insane things (such as having three planes on a landing strip at the same time)...? I understand this type of game shouldn't be too realistic, but this is pretty ridiculous. :(
Great game engine, but it could use a lot of extensions. For instance, how about a targeting system? Let's say press "E" for nearest enemy, "R" to cycle through all enemies (to find one you have a good angle on, or one low on armour) and "Q" to cycle through upgrades. When my target is off-screen, show an arrow pointing in the direction of the shortest turn to get it on-screen. (Maybe it's just me, but the included radar is far from convenient.) An in-game overview of the stats of the various weapons would be nice as well; I have no idea which weapon to try to obtain.
Problems with Stalin unit: (1) Incredibly offensive (2) Tesla was Yugoslavian, which was NOT part of the USSR (3) it's overpowered. --- Exploit which makes the game very easy: put repair units in slot 2 and 3 so they can heal each other.
Whenever the game loses focus, it automatically mutes. What an awesome feature, I wish all games would do that! (Irony, oh sweet irony, this game I'd be completely okay with if it didn't. :p )
Tesla worked with USA / Germany / USSR in World War II.