It's really, really obnoxious that failure to mine gradually eliminates your town growth, and even more annoying that the game doesn't tell you this at all.
Two things: Random guards are ok, but it feels really wrong to have the exit location be random and different each time. I think I'd like the game more if the exits were consistent. Also, I can't comprehend why R-to-restart only works once you're dead.
Minor tip for the Hard badge: If you have an unlucky first few days and get next to no coins, restart. The first few days are almost completely luck based, and a day saved early on means an extra day of being fully upgraded, which means an extra $25000+.
I don't know whether this was intentional or not, but I enjoyed this game far more than most adventure games because the tab key worked without penalty. The one thing I can't stand about most point-and-click adventure games is the whole "tiny hidden things you didn't know you could pick up/interact with/click on" thing. Such aspects always feel stupid and trivial to me compared to actual puzzles that make you use your brain, and I'll always be glad to skip them if able.
Another fantastic BWLO game. Laughed my ass off at level 14's animation. Found many of the puzzles to be really brilliant, too many to list here. Also enjoyed the new uses of the mystery switch; I'm glad they weren't all just deathtraps like in the previous game. 9.5/10, can't wait for BWLO 4 =)
Finished the game. It was great, but I wasn't as impressed as I was with the original (which is easily my favorite puzzle game on Kong, and I've played every single badged puzzle game). Mystery switches were especially disappointing; when they were introduced I was excited, but after their debut level they were used only as red herrings or trololol insta-lose traps, which seemed like a real waste of potential. On the other hand, the duplicator mechanic was used wonderfully, and levels 23, 25, 27, and 30 were amazingly fun. Still an excellent game, even if it's not the same quality as the first IMO. 4.5/5
Fun game overall. However, making it so that charging the warp core to 100% does absolutely nothing was just a dick move IMO. There's no reason whatsoever that 100% couldn't have given at least some sort of perk, instead of just "nope 100% does nothing, have fun with this challenge that's much more difficult than the rest of the game put together".
Apparently, most people haven't realized how insanely luck-based it is. Your score is more or less determined by the number of yellows that spawn at you, and that number is random, with high variance. To get the Hard badge, you just have to play until you manage to get a run where you're given enough yellows.
Heart totally skipped a beat at the end with the last stone head. =)
Also, I really liked the alien language puzzle. It's very well done, and everything follows pretty logically. I can't say the same for the crowbar bit, though; that simply wasn't clued well enough to be at all reasonable IMO. I think it would have been fine if trying to use the metal rod on the crate gave special text, like "No use, I can't get the right leverage using this. I'd have to bend the rod somehow" or something like that.
The Q/X thing feels really silly to me, to be honest. I simply can't imagine anyone other than a literally world-class Scrabble player (and maybe not even) completing that challenge without looking up a word list, and I feel like looking up word lists defeats the whole point. Also, it's really not well-balanced against the other challenges in terms of difficulty--even with the word list in hand, simply restarting for the required QUA-prefix took me more time than the other challenges combined. Also, this Hard badge is currently one of the 20 least earned badges on the site nearly 6 months after release, so it's not like I'm the only one who finds that challenge unreasonable...=/
Strategy I used: Boiler = 4 A, 4 E, 2 I, 1 L, 2 R, 5 S, 2 T, everything else is combined to make as many special versions of those tiles as possible. At the beginning of each level, open the first few chambers with small words, then spam "REALIST" repeatedly until all 8 chambers are open. From there, type "ALTERNAT" with all kinds of suffixes (-e, -es, -ed, -ely, -ing, -or, -ors, -ion, -ions, -ive, -ives, -ively). Then just spam words with lots of the chosen letters in them, as quickly as you can type and with no regard to what's actually showing. Should get you through any level up through 40 if you can type fast enough.
Honestly, I liked this game. Challenging, yes, but lots of strategy involved too. Tip: If you have 0 or 1 pieces on the board and your stock pieces don't connect to each other or fit the board, that's the best time to use a 4-card Extra Deal. Don't wait until you've used all your standard deals; save those for when you're inevitably missing that one locked piece at the end.
Tip: Many white gems are fairly simple to consistently get without items if you know they're coming (i.e. you recognize the floor from its lower part). Especially the ones that show up around floor 15-50. A few are practically suicide to try for, but many aren't.
I feel slightly proud for having beaten The Killing Floor with just the assault rifle and medkits, and no hiding whatsoever. Took a fair number of tries, but it's definitely doable.
After finishing the game and getting five stars on the vast majority of levels, I still have absolutely no clue how to get five stars on level 1, or even 4.5 stars. IMO it's kind of weird when the first level of the game is one of the hardest to get the best rating on...
I really like this Impossible badge. Not that it was never frustrating (especially the Medium run, due to level 15), but those target times are really well-balanced, and each one feels so very, very satisfying to finally reach. Kudos to whoever designed that badge, it's a perfect example of what an ideal Impossible badge should be like IMO.