for those having trouble with pro mode: do classic first, the pics and angles are the same. also, make it so the star lines seem to point into the screen, then rotate it around. there should be like a magnetic feeling to the right angle, so just rotate it a little, and let it kinda equilibrate itself, sometimes, when you think the angle is pretty much right, try adjust the picture a little, and if it's close enough, it should kinda feel like the picture is pulling itself towards the solution.
nice concept, but the gaming experience is not as pleasant. there's a ton of micromanaging to do, a lot of clicking back and forth, and a lot of finding the right ingredients to manufacture. would be nice to have "auto sell X amount" on contract items, and "auto buy till X amount on $ below X" for basic ingredients. It would also help greatly if one machine could be set to auto make final product and any ingredient that the product needs, and the ability to click on a ingredient that you don't have and the screen would jump to that ingredient so you can make it. This game has a ton of stuff and with the time limiting factor, there are just a lot more little things which this game could be improved on to provide a better gaming experience.
nice gaming concepts. Have similar concepts and strategies as in Heroes of M&M. The max unit is fine if it limits the total number of units you can have on the field, but as it stands now, your lost units are permanently subtracted from the number (even if you dismiss them yourselves), and you end up with nothing to hire at the end, even if you have a lot of money and your "army" is its smallest ever.
So, a bugged badge? Wouldn't mind playing this game again when the badge gets fixed, to be honest. It was short, nice music, nice visual (friendly for people who are high. hopefully it's colorblind friendly too), make you think a little, but not too hard because it's got a little pattern to it. totally prefer playing this for a badge vs. some MMO + Energy game.
so, for the last boss, if the hp gets low, he'll teleport to the direction where you are facing after he gets in a heavy hit, and will do a heavy hi immediately after teleporting. so, just face one direction, and as soon as he teleports, run the other direction, and you should be fine.
so, what happens to those who didn't earn the badges on this game? Kong should auto reward those badges to people who opens up a game that's no longer on Kong.
This is a nice game to play, and it makes you want something more. some ideas for sequel: ability to unlock more maps with same team through various means; a background story (archeology dept. is not receiving any students/funds, seek to revive by excavating); global update (university/museum) to have perks, lower upgrade/training cost, have number of free upgrades at start, etc; introduce individual's "interest" level, which could influence chance of team member staying in a team, chance to attract thieves/illegal selling of finds, etc.; ability to retire team members to universities/press/gov't as professors/writers/politicians, which influence different things like the type of skills new team members would have, press contacts, passive increase of things, and gov't funding/research/permit to excavate, etc.; a final goal: arch. dept. receives recognition; number of sites done; global interest in arch., etc.
I wish there's a way to remind me what went on previously. I vaguely remember that last episode of being buried alive, but I don't remember the reason, the people, or anything else that happened. The cow rings a bell, but I don't know if it's from another game or something. So, a finale with one complete coherent story would be nice.
I feel that controlling a string of many pieces is still a bit tricky. The locking-in-place mechanism is nice, and it certainly is a way to circumvent some control issues. However, it does make the game somewhat less challenging, and it also introduces the chance of producing insolvable puzzles such as the case in that "the key" level, because of the sequence of the pieces being locked in. So, how about double click to manually lock a piece into place, instead of simply automatically locking the pieces?
Nonetheless, this is a good simple game. Definitely an improvement from the first one. Thank you.
Good job and keep up the good work.
I couldn't load with ff or chrome, but I could with ie. So I guess there is something regarding the latest version of flash that this game is having trouble with, sinc on the flash website, ie is on a lower version than both ff and chrome.
This is a bug caused by Mochi Media shutting down, a new version is being prepared and will be up shortly! Thanks for pointing this out ♥