I was stuck on trying to get the 500 chain for a long time. Here's the strategy that finally helped me break through:
Don't upgrade pixels or magnetism and put all your points into Fire Spread and Rapid Fire. Keep in mind that enemies get harder as a function of your level, not your score. So try to rack up the kills while the enemies are easy and avoid picking up pixels.
fun game. It would be cool if we could have more information on the effects of our upgrades. For example, does the wait time stay the same? What about the amount of money "extracted"? It's hard to be as strategic when we're deprived of important details.
There appears to be no way to lose. In fact, when I tried to get a leg up and upgrade my eco-retailers before they asked me to, it didn't count towards the goal when it came up later. Which means there's literally only one way to do things. The options are limited.
That said, very pretty game with a lot of spit and polish.
This is a really pretty game and everything, but the "puzzles" don't even make any sense. A rubber ducky makes the tub fall through?
Also, yes the production value, the voice acting, the art are all amazing. Truly a step above what we're used to in a flash game. That said, I think it's fair to say the gameplay was really quite bad. There's a complete disconnect between my actions as a player and my feeling of accomplishment.
Very fun game.
However, the other bunkers are barely a benefit, and more often a liability. They don't fire automatically, so even if I switch fast enough, I need to reposition my mouse cursor and waste my time. The superior strategy is to ignore your other bunkers, which is kind of a shame.
The only up side is that they attract some of the fire.
I like the aesthetic and the music is really some of the best I've heard in a game.
I'm going to have to agree with some of the comments though. The game is good but it could be great if we had more control (retreating for example). It's not that the game is hard, but the tanks are so dumb, it feels like when we're losing, we lose for reasons outside of our control. That's different from it being frustrating because it provides a challenge.
This is a neat idea and I had fun playing it. But the performance issues are brutal. The load times, the length of the tracks, and the CPU load are all pretty hard to ignore. Maybe the graphics could be toned down a bit since this kind of game calls for performance over atmosphere.
Also, this is a lot like the SNES game Uniracers.
This is a deeply satisfying game, partly because it provides such a challenge and partly because the solution to each puzzle is a creation of sorts.
Here's my fairly minimalist solution to Brimstone (69 cycles):
t,3,9;t,5,11;c,1,11;b,7,9;m,8,11,180,2,cdrolu;m,3,11,90,1,crrror;m,7,13,180,3,wwjwwwwwwwcrolw;m,10,9,180,2,wwwwwjwwwwwwcr22lo;m,7,6,90,2,wwjwwcrrollwwww;
Even at it's current length, this game is amazing. Great concept and a pretty original visual style. I wish it were about 4 times as long and increasingly difficult.
Excellent game. It would be nice if the clues required interpretation though. For example, when it says that someone is not hiding a dark secret, does an addiction to pain killers count? Maybe there could be a clue that says "the murderer is incompetent with weapons" to eliminate several characteristics at once. In other words, one clue might be logically incompatible with multiple characteristics. One other possible tweak is to have multiple killers who acted in concert, though it would require some more thinking to flesh out how such a game would work.
All in all, these comments are just to say that the concept is really rich and original. There are lots of directions for it to grow and I'm looking forward to a sequel.