Wait they mean 100 coins in one try? WOW the badge makers did a poor job, not only is it way too hard but it's worded like an easier objective than it is. On the game itself: The game elements don't work well together at all. Supposedly the game is about fighting kongpanions, but it's actually trashcan attack simulator, nothing else giving any benefit in the long run. Even worse, the game tells you to pick up energy before it disappears so to go back, but to get the most money you're best off running to different trashcans. No ingame instructions past the first play either, and what the boosters actually do or how they regenerate, I guess I'll never know.
Sadly I have to say that the detective aspect is lacking in this instalment. The questions in the first part are mostly related to knowing the characters, e.g. "What would Dregg call his father?" As far as finding the clues is concerned, you're often just told where to go rather than figuring that out yourself. The second part... had some questions, now I think of it, but nothing relating to the reveal this time, sadly. Granted, it could be on purpose that this game was made easier, this is just my opinion. However, I think the type of questions in the beginning could be improved. I personally don't see why picking Amber for reassembling the vase is the 'logical' conclusion, especially if one plays without knowledge of the previous games.
That was a REALLY nice idea... but I can't count the amount of steps wasted on trying to avoid being captured by some of the pieces, when those ended up being the winning moves. It's good that my friend reminded me of what happened with the bishop by getting stuck there.
Oh yeah, forgot the feedback... Nice game! Simple, but creative and fun concept. There's a lot of levels, but I don't think it's too much, just gives a good difficulty range. I also love/hate how you can't see how low you have to go to get silver/gold (I think it was a good choice). Doesn't prevent me from trying to calculate what combinations I'd have to make though ;)
@sjrmac3: I don't exactly remember it anymore, but I know you have to shoot an arrow at the highest monster. Hope that eliminates enough possibilities!
My friend had an idea: Can you make the entire game playable with just keyboard? Space to select the buttons, arrows to navigate between options... Well, you'd have to add graphics for showing which button is selected at the moment, so it's not just a simple addition, I'm afraid. Right now, it works for every simple option but Game Start, though! I suppose Game Start doesn't make sense to keyboard-ise since you have to click a level shortly after.
I think I know what bob is talking about with the game crashing, but it's not actually crashing. To stop talking with the drunk guy, you have to press the X. He rambles on as long as you stay there (unless you use the right interaction).
Game loses a ton of its luck factor when you realise you can freely move the tiles once played in the ring, regardless of whether they match or not. And then you get bonus tools for your combos. However, I can imagine that later levels will become way harder, and it sucks only having 1 try for everything.
Why is the screen so big? This problem keeps happening... Anyway, interesting idea, but the fact it just gets simpler the longer you play makes it really boring. Shrinking the screen should be priority no. 1 though.
Great game, good idea and great design. However for some reason I feel like the music and sound effects clash a lot, so maybe you can change the music? Speaking of the music, it automatically stops playing at a certain point, maybe it's not looping.
It's good that it's a hard puzzle game, but I think the "learn by trying" tactic to introduce new mechanics only works well when the level design is simple enough that you're able to quickly see that what you've learnt is not enough to solve it. As easy as level 3 is in relation to other levels, it's still too complex for that mechanic introduction imo. You're introduced to spikes at the same time as a new mechanic you don't know exists, and I was stuck thinking that this should somehow be solvable using stacking because I learnt that the previous level. Maybe it's better if before that, there would either be a level introducing spikes, or a level where you had to cross a gap... Maybe it's just me. It just seemed like a big leap to introduce spikes, horizontal sticking, and 1-block-a-time destruction at the same time. Primed me to worry about missing game mechanics later on.
Oh yeah btw... Not to mean that I think making this game is so easy it's just a training exercise! I just like the concept and mechanics and see it as a fun challenge to see how much of it I can teach myself to implement. At best, I would still be missing the fun graphics and sounds.
Oh, that's a cool minimal version of the meal serving genre! Is it okay if I try to replicate your game to train my coding skills? If I end up uploading it so my friends can give feedback, I'll make sure to credit you clearly in case others see and like it.
TLDR version of my comment: Really cool in concept but held back by implementation. Suggested tweaks: shorter screen, split timed mode and limited moves mode, maybe remove the blinking altogether. 4/5 because I see promise.
Thank you for your feedback!