I'm suing Papa for back pay. Here I am working 40 hours a week, which means at the minimum wage of $7.25 per hour, I'm required by US law to be paid at least $290 per week, including tips. I earned $88.63 in tips this week, but Papa only paid me $120, which means he still owes me $81.37. Pay your employees what you owe them, Papa. Not only is it the fair thing to do, it's the law.
The level "Peach" (medium, 5th page, top right corner) has a logic breakdown: the last 3 tiles have two possible arrangements. I'm not experiencing the lag everyone else has though.
This game has a fresh sense of strategy, but it kind of falls apart when your policemen attack the wrong targets. For example, when one fan on one side is mostly scared away and reaches the fight area, where half a dozen fans on the other side are waiting to kill him. Your policemen then proceed to take out the half-dozen fans before even considering scaring the single fan away, even though he's brushing with death every few seconds, wasting all your money on ambulances. This, my friends, is why the government is so far in debt: policemen are stupid.
One of my favourite things about this site is finding great little games, like this one, hidden behind a low play count and poor ratings they don't deserve. The strategy is complicated, but not unbalanced. The difficulty can be challenging, but by no means impossible. All in all, excellent quality. You've earned my 5.
I have a question regarding skill use. Does the game test each skill individually, one by one, and resort to a normal attack only if every skill fails? Or does it test all the skills at once, and use whichever skill is selected? Your answer is much appreciated.
Amazingly awesome game! I like how seamlessly the idle moves. A non-idle mode might be nice? One issue: I just reloaded the webpage in my browser, and my data disappeared. Is there anything I can do about that or is it just gone forever? I'm not complaining, because it's not like I spent active time playing... I'll just start over.
It's worth noting that Darkgold's "super gem (SG)" strategy is extremely effective at taking your "SG" out of commission so that it can reload itself into its tower. This is especially inconvenient when you have several upgrades for your "SG" lined up and the monsters are streaming past without a break. There's a reason it's cheap. Personally, I would advise using multiple gems with this strategy to avoid monster overload when you need to upgrade. However, your gems will not be as strong when your upgrades are spread among multiple gems.
Perhaps my version is broken or something, but the object of the game seems to be to click random squares which happen to be connected to each other in order to make them disappear. It has little to do with the instructions, and is original only in its complete banality. Which isn't original at all in games these days.
18: deltype --> del, push removeme to the right about halfway. rightaligned (bottom) --> taligned, bomb should fall onto lower laser and blow remove me off the left side. takes far less time than the moving laser does to get to you.
Hint: dig under the enemy creeper makers, then dump all their creeper into the pool you've created. Quickly set up a nullifier and you'll have won much faster than you would otherwise. For enemy creeper makers on or near the bottom, do it the old-fashioned way: Set up several of your own creeper makers and a few dozen weapons and let 'em have it!
It would be nice to have damage flashes in grey for armor damage and separate flashes in red for personal damage, as well as some way of telling which part is bleeding how much. I agree with several other previous commenters that progress towards awards should be displayed somewhere. The damage requirements for limb severing and disembowelment should be clear, and not vague levels of severity. Certain limb severings should prevent more actions; for example severed legs should prevent dodging. Certain severings should also make it easier to hit other places; for example if someone doesn't have a left arm it should be easier to hit their body because there is no weapon or shield or arm in the way. Perhaps a realism mode where injuries stick around more permanently, weapons and armor break and stay broken, etc.? I think you have a special game here which has the most potential I've seen in a very long time, and so I'm going to rate it 5/5 in good faith that you'll keep improving it.