Not a bad game. But monotonous after a very short time. Also, if the author is going to have music, 2 bars is not enough. Gets irritating very fast no matter how good it is.
Possibly the first time in the history of these stupid point and click puzzles where the puzzles actually made some sense.... Or a least some of them did.
Hmm... All the complications of "Magic" without the variety or strategy. Also, having the continue button for the tutorial off the bottom of the screen at one point is... not so good.
The achievements list being based on the mouse wheel, thus being visible for three clicks before the game scrolls off the top of the window, is not a good move. Having the achievements have some explanation, as well as the class tree having some explanation, would be nice.
Umm... Weren't Bi-Planes WW1? More seriously, in the tutorial, make sure to be braking when you go thropugh the "press Z to go through" waypoint. If you are not braking at the time the error message is permanent and you can not continue the totorial without resatarting.
What has this game learned from the history of launcher games? Penguins. What has it not learned? ... Fast control free flights suck. Unavoidable obstacles in a random blind set up suck. Include explanations of your bonuses if you want people to care. Have an end. I have to say, the underground stars were a cute touch, but that's about all this has going for it. It's like they completely ignored the advances made in launcher game technology over the past 2 years.
Message to advertisers. If you make the unskippable commercials too long, people have other things to do while the commercial is playing. Keeping them shorter will help keep audiences actually watching the adds.
Loved every Nerdook game so far. This is no exception, though it's weaker than th past few. Also, it is the first I have seen fall prey to one of "Flashes" built in issues. (Thats right folks. I don't just pick on "Unity!") Flash REALLY hates it when you click outside the window. So many authors have solved this by pausing the game when the mouse clicks outside the game window. (Not the best choice, it can really mess up the flow of a game, but one of the easier remedies to implement.) Problem is, when you have a game with a lot of frantic mouse clicking your players miss the window. (In my case, a lot.) ...made worse when you put a bunch of controls on the pause menu and cover moust of the screen with it. (The graphics quality in my game changed a lot! ) Beyond that, this is really cute. Doesn't have some of the depth of Mastermind or Rogue A.I, but good and fun, if a bit frustrating with the pause issue. Looking forward to the next one!
Kudos for avoiding the standard array of "Unity" glitches. Physics decent, artwork very nice. Overall game... Meh... Not bad but not great. THe whole, subscription thing eas a bit of a put off. Think I'll pass there.