I've been playing for weeks and absolutely love it. All the depth of interconnected features keeps me coming back. And the Chicka Chicka Boom Boom reference on Boss 83 really made my day. Thanks for such an incredible game!
Achilles, you are just the best. Thank you for making hilarious, fun games. And for all of the dialogue and singing in this game in particular. You made my day.
I enjoyed this game a lot. I think that the prices of the units are generally pretty fair (though I felt the Speartons were maybe a bit too expensive), and the combat works smoothly. Allowing the player control over a unit is great for when the AI might cause a wizard to get himself killed or a giant to trudge at nothing instead of attacking. The finale was a great moment.
I would suggest the addition of a free play mode. Players would have the ability to collect more unit upgrades, and maybe they could choose the difficulty of the waves they would go up against. I finished the campaign and had fun, but wanted more; not more in the "where's the sequel?" sense, but in the sense that I hadn't had the opportunity to do all that I wanted to. Another game mode would accomplish that.
It's really rare that a game is great. A great game presents interesting, fun, and unique gameplay all at once. For every hundred crappy games, there's a good one, and for every hundred good games, there's a great one. For a game to have interesting, fun, and unique gameplay, but also have a theme which actually means something, have an emotionally meaningful point, and completely change the player's conception of the game is something else. This game is completely unlike anything I've ever played, and I thank you for it.
The first few times I tried to play this game, I got frustrated when trying to make it to the next day without losing all my levels. And even though I was very frustrated, I started the game over again at least five times. The way that this game is made accounts for that.
It's obvious from your description of the game and the finished product itself that you are very devoted to creating unique and creative games. What stands out to me is that the game is also very well programmed; even though this is very unlike anything else I've ever played in terms of concept, there is nothing confusing about the game mechanics. Players can simply start playing this and get it right away.
I applaud you for creating something that is so inspired and for executing it so well. Thank you, Titch.
Once you've gotten a negative cash flow and not enough money to build anything (which is fairly easy to do), there's no way to get back on top. There is also no menu, so once the almost-inevitable bankruptcy occurs, you have to reload the page.
This game needs to be deeper--add a menu for starters, maybe the ability to take out a loan, build more than just those four buildings, explain what the importance of the police station and hospitals are (is there any reason to even bother losing money on them?), and this game might become something worth playing for a while.
Bug report: If you take the lower resource cost training perk in the campaign mode, it will display the lowered cost in non-campaign skirmishes. It still costs the full resource price, though.
I really love the concept behind this game. It's extremely addictive.
There are a few minor things which could be tweaked. I understand that a pause button would gives the player an unfair advantage, but the lack of one seems very important. Maybe players can pause, but upon resuming, they get a new word?
There are also a few spelling errors, ironically. The category "interior" and the phrase "financial advisor" were two that I caught while playing.
Last complaint is that the game lacks some depth. Once you've beaten it once, there's only replay value to keep the player coming back. Maybe some further modes would increase popularity and success?
All around, a terrific game. Congrats and thanks.
Thank you for a game in which some thought is evoked by the experience. It can be nice to escape the reality in which we live by playing a game from time to time, but playing a game in which we confront the harsher aspects of the reality we're ignoring is powerful.
Congratulations on creating something worth the time of *everyone*.
Very impressive. The storyline is actually interesting and the characters are genuinely likable. The sense of humor in the game is charming, and the attention to small details is very impressive. An all-around excellent game--I can't wait to play the second.
I find the conrols very mechanical in places when it seems it should feel fluid, and many of the judgments of the game engine (when deciding whether or not the player hasn't failed at the task) seem arbitrary rather than based on the the games. The concept of monitoring 16 games at once is very creative, and would be enjoyable if the execution didn't end up the way it does. The games often switch at moments that leave the player almost completely unable to survive when returning.
It isn't a bad game, nor is it poorly conceived. It just leaves a lot of players aggravated due to the game's flaws.
Wow.
This is the single most impressive flash game I've ever played. The entire game seems to embrace a concept of eerie discovery--the music haunts, the lack of clearly defined controls, objectives, and abilities intrigues, and the gameplay changes enough to never get too stale. The length of the game and the difficulty curve may aggravate some, but it's the simplicity masked the depth of the game that makes it interesting and fun enough to play through. Genius.
I absolutely loved the first game, and this sequel did not disappoint. The artistry that Ivory brings to his games is so remarkable. The games are worth playing simply for the atmosphere they create. The music in this game, adding notes when you find a difference, was a really nice touch.
Thank you, Ivory. I eagerly await your next masterpiece.
This is simply one of the most tremendous games I've ever played. The art is visually terrific. The gameplay is deceptively simple. The puzzles are fun, yet thoughtful.
Playing this game, I felt... inspired. It's truly a great game. Kudos, Jeff Nusz. Very impressive.
Scanning the other comments, I see a lot that I agree with. I enjoy the strategy of the game--it can get very interesting and nerve-wracking at times. But it does lack the depth of a better game, and the absence of more varied gameplay detracts from a terrific concept.
Really, the execution of the game isn't what's disappointing. The execution is good. It's just that the idea being executed needs to exanded on.
This game combines strategy and action in a way that I haven't seen in a very long time, especially from an online game. It's very entertaining. I've played through it about fifty times since it simply so well executed.
I can't wait to see what else Con Artist produces in the future.
I am honestly taken by surprise at how original and interesting the concept of this game is. There were perhaps two moments where the gameplay was flawed, and the puzzles were perhaps a bit easy. But this was a truly remarkable game in terms of concept.