If I select "don't remind me again" for my inventory being full, why am I constantly told on each consecutive item pick up that it is full? This is very annoying.
Two things I had never seen happen in a CoC game... First, a piece of wood came flying back to my catapult and apparently got under it so the crate which provides the leverage couldn't move, completely shutting me down. Second, a knight must have done about five flips from 3/4 of the screen high and lands on his feet and survives. Two firsts, and I found them both very humorous.
I get very irritated when I'm set to get a perfect, but my troops for whatever reason need to walk away from the building after destruction only to return and capture it causing those few extra seconds to tick off and leave me at "great". Maybe I'm unlucky, but this is the third time it's happened and I'm still on the first campaign.
That 'almostpapa' save file tip turned a few week long project into about an hour. Thanks tictacmint! Btw, this will leave you with Sargefan! a few short of gold however it should be easy to finish her off. You'll need to do Papa himself from scratch though... but don't bother making all the pizzas, just his (everyone else gets cheese/uncooked). Once people are gold, they do not get demoted.
After playing, I was left with a mediocre feeling. I didn't love the game, though I didn't hate it also... it just felt like most the other racing games. A few annoying things were slalom courses were overly difficult and the a couple of the "hit everything" challenges would frequently, though I may have been unlucky, put them side by side or VERY close together making them impossible to hit unless I stopped instantly.
Got the medium badge after the hard one... the grading scale seemed a little more difficult in this version. The easy way to get a blue ribbon is the following: Cook one of every type of meat per type of bread. So if you only have hard and soft, cook two chickens and put one in each and so on. Exhaust every combination, while taking orders (not completing them). When/if Jojo comes in, discard slowly the things he didn't want and you'll have a huge head start for the score. For everyone else, just give them raw meat with cheese and tell them to bug off.
While I appreciate the fact that you let me gain experience while being inactive with the dais thing, I really don't need the overflow of junk it for some reason gives out. Either that, or make the way to sell things more convenient. For example, like equipment should stack to avoid selling them one-by-one.
Still working on the last badge, but to beat the already dead horse... the collision is a problem, 90% of the time the result is the rocket being upside down from the smallest bumps and that's if I don't get that frustrating magnet issue that the blimps seem to come equipped with. It also really feels like a missed opportunity also, people would have had fun plowing through planes and blimps (or them with each other) and I would have really loved to dive bomb a blimp from space after the initial annoyance of them.
So... I seem to find myself saying this a lot in comments. If I am playing a second game while waiting for yours to proceed (battles)... something is wrong with your game.
This was awful... it's an interesting idea, but it just isn't working. The controls feel way too loose and catching smaller microbes is a chore instead of fun as they just do a 90 degree turn and I miss them. If I were to try this, I'd be killed immediately. Part of the playing field isn't even on the main screen, several times smaller microbes went off screen only to reappear after I left. The music is annoying, while the sounds were adequate. If you have a frantic type game like this, no one is going to have time to mouse-over something IN THE PLAYING FIELD (bad idea in itself) to read what each of them do. I'm sure some were useful, I never got a decent chance to try it. All twelve levels were just boring and the pointless division horse has been beaten to death so I'll leave it. 2/5
Nice game with nice scenes and music. As others have said, the jump command is a bit wonky... leading to problems in some areas. It would also be nice to have them walk at least a bit faster. Also, I didn't like the hidden key on level 15. I don't mind things being hidden, but it breaks consistency not being out in the open like every other one and I find that annoying. Obviously I'm not going to see it as I'm not looking for hidden things the first 14 levels. Also, on level three where it introduces swimming, that sign doesn't look like a guy drowning so it's a bit misleading and naturally I jumped right in. Anyway, overall decent puzzle game, played it all the way through without being bored. However, most the puzzles were fairly simple. 3/5
Pt. 2 I see a lot of requests for a map, but I don't find it totally needed at the levels generally aren't THAT large. There should be however an upgrade, at whatever price, that shows hidden stashes, atms... w/e else. A difficulty mode would be good, as I really didn't seme to have a hard time with this. Anyway, pretty solid game, will definitely play a 3 if it is made.
Pt. 1 It's a good game, but I'm not too blown away. I never used anything other than the third gun, with such a variety and how early it's gotten I don't know if this is bad to be used the entire game. Survival should be a separate thing, them attacking from there is just pointless and slows me down unnecessarily. Speaking of which, the turret is absurdly touch, small touch of the mouse seems to really send it flying away from where I was. My last thought on that subject is why the "escaped line" is where it is. It should be at the end of the screen and those zombies that walk out should be escapees. Those that touch it and are gunned down, sometimes WELL after, should not be counting.