This game is missing a quest log, or at the very least the yellow circle around persons should disappear when the quest is completed. Right now it's just repeating the "thanks for you help, here take this item" message.
Oh and the puzzles need some serious work, especially the gems riddle. There is a big difference between two DIFFERENT gems and two gems that is not of the same COLOUR.
The phrase "driving and parking the real 18 Wheeler" implies that this is a 18 wheeler simulator, it's too unrealistic to be a simulator.
Also why do the break lights turn on when using the hand break?
What?
Where to begin on this one? The concept is good but it needs work. Why exactly are the helicopters suicide bombing you like wannabe kamikaze pilots? The helicopters should use their on board weapons and speed to try to take you out. Also what is up with the insane fire rate of the AA? If you press and hold space you get a very rapid fire that stops if you try to adjust the angle of your gun. The game would probably be better if your AA was placed in front of a city, military base, airport or some other kind of structure that need defending. That way it would be more of a challenge and the helicopters would primarily try to bomb the structure and not the AA itself.
I don't like the fact that you can't see what's coming up in front of you.
This means that unless you are lucky and are able to guess what you need to climb the next obstacle you need to restart the level multiple times even if you don't make any mistakes. So either we should be able to see an overview of the level so we can plan ahead, or we need a way to turn around to pick up whatever objects we needed. Other than that it's a good concept.
One more thing that I noticed, the game should keep count on how many lengths you have already made of a specific length. Right now it's a bit harder than the game needs to be since you have to keep count yourself.
This is a great little game 4/5. It's some fun puzzles that also have real life uses. It's even units neutral so it's simple even if you as me are used to use the metric scale. Could use a bit of polish on the menus and graphics, but the game play is solid.
This was confusing, and I'm not even sure what objects I picked up either. But apparently combining them caused them to explode. By the way the hole after the explosion was really ugly.
It's okey, but I find it to be harder to line up the airplanes before landing than it is to avoid collisions.
The game would be more fun if you didn't have to be as accurate when lining up the approach path.
I also sometimes experienced that when sending in a plan to land in the S-N landing strip the plane sometimes took a hard right in the intersection and landed on the W-E strip instead.
Great game!
If I am to criticize something it is that it's a bit simple, and some of the more complex missions have solutions that clearly have not been intended.
I would like to have some kind of "order confirmed" feature. Maybe some kind of a log?
-BUDGET 505 is cleared for landing.
-STARBURST 631 have orders to go around.
Something like that.
It's a decent enough game, some of the items was a bit hard to find as there really wasn't a lot of logic involved in their placement. I also found it a bit hard to navigate.
So is Boss Fight 4 the last map or what? I had expected to at least get a screen informing me that the campaign is over. Just dropping back into the main menu is not very satisfying.
Sorry for multiple posts, but this game actually get's better and better once I have learned to use the controls and remembering the movement and gun ranges.
However I'm now stuck at Boss Fight 4, I can kill the boss quite simply but I don't advance to the next level. Do I have to pick up the RPG first? I have no way of reaching it as no matter where I move to get to that end of the map the boss can shot me and he is a one shot one kill type of Boss.
Never mind I see how the grenades work now. This game is fun, but it takes a while to learn. The user interface should be clearer, with a large UNDO button somewhere. Grenades should only be tied to one button, really why do we need one button for each grenade?
All guns should have unlimited range, and then instead for the sake of game balance have a optimal range where they do the best damage.
When using a bow to save a hanged man, shouldn't an arrow in the head be an instant kill?
Also, the victims don't look like they have been saved. Looks dead to me.