Monkeys should be highlighted when they're being placed within a village's aura range. It's utter BS to spend a lot of time making sure it's within the aura; placing it; checking, and it's still clearly within the aura; but not getting any of the benefits.
Kthanks :P
Hey, devs, don't listen to those naysayers. We totally love the crippling lag, the random, frequent game crashes, the graphic glitches that prevent functional gameplay, and all the other delightful features you've recently added. Thanks for looking out for us players!
Cool. Gotten stuck inside the terrain 6 times out of 9 missions, today. Given that nearly every area requires you to be at the end to finish- if not also just to start the boss fight- I've had to leave all 6 games so the others could finish. Not really getting much done today.. So yeah. Last update seems to have caused some issues. Sometimes my characters 'fall through the floor', but most of the times it was mobs pushing them 'into the walls'.
"We wanted to avoid people simply never playing a particular map. If you wish to select a specific map there is always the option of hosting a private match and giving the private match key out in the Kong chat window." This is great in theory, but unfortunately, in practice, we just reload the game to avoid maps we don't want to play- thus, not only STILL creating a gap between favored and less favored maps, but also causing problems for other players that wouldn't exist if we could simply choose our maps. Also, the multiplayer 'lag', wherein random individual keypresses are spammed over a duration by the game, is utterly ridiculous. -.-
No way to squelch/report griefers. Weird lag issues in multiplayer, where your (or another player's) character will receive their commands delayed, or over-exaggerate their commands, causing them to run around maniacally; meanwhile, no other lag issues are present.. And more notably, the bug is fixed with reloading. And what's the point of naming our characters if their names never show up in multiplayer? ;P
Okay, that's my list :)
The basic idea of Operation Clear Field (level 7) is great- swap around the basic mechanics, add in an interesting side-diversion. Great start! Unfortunately, the implementation is a disastrous hot mess- from getting you started, to clarifying quest objectives, to controls, to basically anything that would make it playable, the ball is dropped- into a sun, perhaps. Certainly burnt away any desire to keep playing the game, for me..
I wish there was some sort- any sort- of customization involved. As avalon1189 suggested, everyone has their own style of playing. The added depth to the game aside, being able to say, choose from [faster cooldowns, better click damage, or a gold booster that increases over time spent on a level (and resets moving forward) for the idlers, among a list of choices, would all help add a lot to the game.]
Keeps bugging, and not ending [player]'s turn after doing a move; then after taking a second move, the AI kicks in and does two moves as well.
Not really how I remember the Reversi working.. Happens roughly one turn in 5 for me.
The major flaws in this game are: 1: Keyboard combinations are crudely interpreted, and thus don't function as smoothly as they ought (nearly at all, actually (in reference to D+S+LMB/D+S+LMB)). 2: There is no option to set manual keyboard bindings (the e and q are irritating as heck to misclick) or to bind special moves directly to a single key (and thus work around the broken key reading). Finally, the basic combat system gets boring fast; some tumbles or rolls or counters or the like would DRAMATICALLY increase the long-term appeal of the combat system; In just the first few missions, I was already bored with the bullet hell style rapid mouse spamming of basic attacks (that is, without any sort of deviation in approach other than special attacks). Otherwise, VERY user friendly in options, very appealing tutorial, very straightforward combat system, fun upgrade system.. basically, this game does everything right, other than the things I mentioned :)
This is my very first game, so unfortunately, all the major flaws and bad coding habits and inexperience had the best ability to stay and manifest. tho i read all the feedback here and hopefully create a better sequel. thanks for the rating and the feedback.
Tsk. The game seems to be zoomed properly on loadup and on play, but the upgrade/mission select screens are super-zoomed in, and the zoom/show all options are removed once the game fully starts.
Wasn't there a workaround for this design flaw in the past? Would anyone mind reminding me? :)
17 tries in a row to hit with a 44% accuracy? No, that seems legit. :P Even taking into consideration artificial randomization, the randomization patterns in this game seem notably 'off'- not because extremes happen, but because they happen -often-.
14 attempts at 20%- no catch. 6 attempts at 60%- no catch. The point of this comment isn't to remark on probability, but to entreat the developers to add in improved catch rates with multiple attempts- even if it's as little as just increasing chances by 1% per orb used, and having the bonus disappear after fight finish, it'd still be enough to help keep things from being too irksome. :)
The game is excellent, but severely hindered by constant pop-ups that are situated so as to block your view, inhibit your ability to click anything underneath them, and which will often jerk right under your mouse-clicks to make you spend star gems- without proper confirmation. So, to review: (well balanced) pay-based MMOs are excellent and should be encouraged. Pay-based MMOs with spammy pop-ups, pop-ups that interfere with actually playing the game, spending real-money-based currency without confirmation.. not so much. (This applies to PvP combat pop-ups, as well.) Otherwise, I'm totally hooked on the game. ;P
This is my very first game, so unfortunately, all the major flaws and bad coding habits and inexperience had the best ability to stay and manifest. tho i read all the feedback here and hopefully create a better sequel. thanks for the rating and the feedback.