Agreed with the general consensus. Good puzzles as always, but too much walking, especially where squirrels are involved. I get the feeling this concept would have worked better in 3D.
For those who are confused: Points do not matter except for the badge. What you're likely experiencing is that blue exists! It looks almost exactly the same as green. Would be a decent game if not for this major oversight.
Well now, that was just excellent. Certainly a bit on the easy side, but that's almost unavoidable with deckbuilders-- you have to choose either too easy or potentially unwinnable. My only real complaint is that Sketching is mostly a dead card-- if you don't get it with Apple Pie, Muse, Coffee Bun, or Meditation, it's not worth using. Of course, when you do, it's pretty insane... oh well. Would love to see more games in this style-- definitely a solid concept!
Three stars. It's not *good*, but it's a reminder that Flipline knows how to make something that actually resembles a game. Now if only the acceleration wasn't so horribly clunky, it might actually be decent.
Pretty solid game. I... probably shouldn't have played for two hours. But hey, now I know that the gold-generating machine takes until somewhere around day 115 to pay itself off. Worst investment in the game by far, unless you plan to go for hours after completion.
Stop badging these. They are garbage and Kongregate needs to stop encouraging people to play them. The first one or two was fine, but quite frankly I don't need to play the same game ten times-- you're not making Call of Duty, and even THAT should have shut down years ago.
Definitely a cool concept and I'm glad to have played it. However, it has a huge problem, for a puzzle game-- some puzzles (starting with "Alouette") have multiple "valid" tile configurations, only one of which is correct. If you don't know the song (or music theory) your only recourse is to keep guessing. A "which pieces are wrong" hint button should never be the only way for a player without outside knowledge to solve a puzzle. Again, love the concept, but the amount of guessing is nearly inexcusable.
Can we just get everyone who contributed to the idea of making more than one of these games (because really, they're almost exactly the same, and thus dull/repetitive) fired? Because they clearly don't understand design. One star, and have it with a hope that someone loses their job.
Just like every game of Risk I've ever played. Two opposing forces fighting at the Australian bottleneck for 40 turns until one of them gets big enough to destroy the other. Made worse here by a lack of obvious turn order and the massive power of defenders. Took 61 turns on level 1 because I was never sure I'd be able to attack without giving up all of Asia.
Well, I played for about half an hour, can't really say that's not a fair shake for a free flash game. After that time, I have decided to retain my initial judgement of "boring and pointless, requires no skill whatsoever, and heavily luck-dependent on top of the grind." Also, no mute button. One star.
Played and completed this on March 23, 2013, according to the badges. Just came back to do it again. Easily one of the most enjoyable runners I've played, even if I still don't really understand how weapon accuracy (durability?) works. 5*.
One of the better point-and-click adventures I've played. Finding the "twigs" was a bit confusing, but the rest of it was reasonably sensible and it was usually fairly clear where to go next, because you were usually taking advantage of your newest dust.
...why is there a tablet on floor THREE that explains how to move, block, and attack? And you don't get told how to equip spells until after the floor 3 boss? Go take 5 minutes to think about basic UX, Jesus Christ.
I get the feeling the French are a little overpowered. I was on VE, but even then, I shouldn't be able to get through the game only losing 5 knights and the 2 druids I turned into tigers. People being smart enough to retreat is just such a huge advantage.