These games were always interesting, but in retrospect the training minigames just don't have enough going for them to keep the game fun the whole way through. They basically stay exactly the same the whole time, and while some of them are far easier (flying) and get even easier as you level up, others (running) just stay the same slow mess. It's fun watching your ducks race, but man do those minigames get really old really quick
I really enjoyed the riddles, route, and rotary portions (and the atmosphere with the music is great, and I adore the "these are instructions not buttons" on the menu), but river and especially riot just break the feel by being less brainy and thoughtful and just aggravating pixel perfect nonsense. It breaks the feeling of desolation and mystery when you devolve to just being angry that you almost made it through that one riot level.
At first it might seem like going for the closest places is the best option, but really you want to go just far enough away that you'll always have most of your trucks out. Even if they're less profit, getting $50 each for four trucks is a lot better than getting $90 from one, and if the truck barely has to go anywhere you'll only ever have one or two out.
When you have multiple stations it's good to use the numbers to make trucks go near the *other* station. So station 1 trucks go near station 2, and station 2 trucks go near station 1
funny concept, good voice acting, but ultimately most of the fun little things you can do aren't even accounted for. Send the rocket unmanned, it'll still land on the asteroid somehow rather than flying past. Leave the bomb on earth? The asteroid will still blow up as long as the ship goes there. And the actual ending is only ever success or failure. Doesn't show "oh hey the astronauts died but the earth is doomed now", or "that was our only ship so now everyone AND the astronauts dies on earth". Leave the bomb on earth and blow it up while the ship's in space, when the ship gets back there's no sign of that. There were cool ideas (and they even kept the scope fairly small, yet still interesting) but it seems like pretty much nothing was even followed through on
Awesome atmosphere, the art and sound really build it up. Wish it didn't need the mouse for options (especially since there were only ever 2, so up and down arrows would've worked), but it's a small thing.
Weirdly, when you level up the stat the game shows for strength is with the bonus already added in, while for stamina it's without the bonus added in. That sure confused me for a while. Not sure about the other two. Man, is this hard badge a slog. Wish there was an in-game floor counter, I almost just let myself die prematurely
The medals and trophies are extremely poorly explained in-game. Is the grey d the best? is there something better? In the stats page it shows a lower number and a llama symbol, but getting it doesn't change anything. It would be nice to have a "restart world" option when finishing a world, or when in the middle of it.
Well, this game's still sorta a pain to play. Way too much waiting for the ball to bounce slowly around not hitting anything, the extra balls thing everyone knows about is such a ridiculous design decision, and the impossible badge isn't that difficult it's just really really slow and tedious, and a single mistake sends you all the way back. Also, finishing the game on hard doesn't give you the badge for finishing it on normal. Any why is the mouse a separate mode? Can't I just use the control scheme I want to use?
Wish this game worked with the API and could have badges/high scores! One of the very few Bonte games without it. Surprised how fun it was, given it's a decade old
Unfortunate that unity has lost most of its support. I wasn't even aware about any issues inherent in it that would make browsers want to get rid of it, unlike flash.
Annoying that you can't really deselect things like spells and a new plant. Also enemy plants coming in at higher levels for some reason? Doesn't feel like the fairest difficulty
Not a bad game, a bit grindy near the end, although the weapon variety is quite nice, and surprisingly the ammo situation was actually a good way to push you to switch things up, I found myself using pretty much all the weapons. Weird that finishing paradox mode just... prompts you to do paradox mode again, as if you aren't already in it? The "all challenges" badge really should have been hard not medium. Lots of style