This game would be absolutely amazing if the controls didn't become horrifically laggy any time it loses window focus. Sometimes it'll fix itself, more often than not it takes refreshing. Everything else is great when it's functioning.
Closed the game's tab to do something else, lost several weeks of game time when I came back, despite the game supposedly auto saving and me manually saving every other day. That's unfortunate, because most parts of this game are only fun to play through once.
I really don't understand why this game needs a levelling system. I mean, it's only a series of training levels as far as I've been able to play, and I can't play any more missions because they're locked away behind my player level because...? I mean, it wouldn't bug me as much if the xp values were a bit lower or ALL of the unlocking was done by stars earned, but why am I having to replay the same 10 or so missions I've gotten 4 or 5 stars on over and over just to open 2 more? Everything else is truly excellent, the levelling system just seems out of place.
I really wouldn't mind dying so easily in this game if it was all my fault entirely. But when the server lags for 20 seconds (or the horrible memory leaks catch up to me to cause the same thing) and I get gang banged by 2 dozen otherwise weak enemies because I can't move or fire, that's just unacceptable. I really do want to love this game, but it being a lagtastic mess kind of kills my enthusiasm. I'm amazed anyone would be able to get the hard badge even, that's a lot of dungeons to go through hoping one bad lockup doesn't waste many hours of hard work.
If I can think long and hard about each move and still come out 5 over par and then play any card with no thought and be handed a perfect win all because of luck of the draw, the game is too random. I like the look, I like the concept, but for all the strategy one can apply, the Random Number Generator still rules in the end, and that's just not very fun.
@Mikachu42 Much thanks for pointing that out for me. Somehow I completely failed to notice I could pull from any part of the stack, so now I feel much less down on the game. Now if I could just figure out how to stack the food just right to go from 99% build happiness to 100. I'm always a pixel off!
Is there a way to move a half-built stack out of the way to work on another or something? Can't seem to find anything like that. I keep accidentally getting in situations where I have waffles or french toast on top of pancakes I need to be using because I had to get the former off the grill before they burn...and then I can't finish the order I was working on because I can only pull from the top of the stack. Not a bad entry to the series so far but a bit too cluttered at this point (and I haven't even gotten the drink station yet).
I wish the game would decide if it wants me to steer around the corners or if it wants to do it. A little too often I'm holding right a bit to gather some cash on a turn and suddenly I'm jerked right into a wall because it decided I needed to turn even further right.
Came back after a few months to try finishing the abysmal alien campaign again, finally struggled to the last mission and good god its all the worst aspects of false difficulty in video games rolled up into a single steaming pile. All the enemies deal far more damage than you, have more health (Raze in particular, not to mention he has TEN LIVES of it), are more accurate, and of course there's an exceedingly strict time limit to take down all ten too-much-health lives of an enemy who actively avoids conflict. Meanwhile, your functionally retarded teammates get fragged left and right or forget what they're supposed to be doing. It's a shame to see what was an okay 2d deathmatch shooter completely ruined by the developer having no concept of fair (yet acceptably difficult) mission design.
Thank you very much for saddling us with horribly incompetent AI partners against bots that can hit a fly from 100 meters and can regularly kill you in 1 or 2 hits while soaking up full clips of bullets. The game was dangerously close to being fun and that fake difficulty fixed that very quickly.
Excellent game. Reminds me a lot of the old Adventure of Lolo games for the NES. Fun, intelligently designed puzzles, does a great job of teaching you how to play without blatant tutorializing, good character swap concept, looks good, sounds good. Only minor criticism is that a run button might be nice, these kids run real slow (although I guess that it might throw off the timing of the dodging ladybull puzzles?). The items also seem to act like "blocks" when you first touch them, your character pauses a second even if you're pressing against it, but that didn't cause any actual problems, so good on you. Looking forward to more games.
It's an okay game, but something about it screams early to mid-2000s newgrounds upload to me. The gameplay, the art, the animation, the story, the misspelled dialog, even the title (okay that one's just being nitpicky, sorry) feel like "my first flash project", but not in that so bad it's good ironic kind of way. Not offensively bad or anything, but also not especially interesting. Maybe speed up the battles, add some more strategy or gameplay beyond click attack and maybe a spell to win. The timed hit thing for the basic attack is a decent idea to start with, but that's also wildly random for no apparent reason. Maybe add differents sorts of timed hits for other abilities to keep things interesting? I dunno, with a little work on all the unpolished parts, the game could be pretty good.
Great game, takes everything good from the previous game and adds more to it. Might be a little same-y, but if it ain't broke, don't fix it. The game gets a bit easy once you really start earning those upgrades, once I got the best hammer I just tore through everything else in the game, but it's still a lot of fun.
The physics are kind of neat, even though they're often more hindrance than help when knocking over hard ninjas, but the level design is awful. The difficulty is all over the place, some early levels are too hard, some later ones too easy. Some levels seem like someone had a neat idea, made the level, and completely forgot to test it to see if it was actually fun when executed. Some gameplay concepts are introduced with no context, like popping balloons, and other things are overexplained like being told multiple times how to kill a new ninja type. It would also be nice to be able to lock the camera in a position so I can see what I'm aiming at (if you can do that, I haven't seen how). Altogether very slapdash work.
That's really quite a disgusting comment to make considering all the hard work we put in to this game.
There's no law that levels need to get harder as you progress, by the way.
Disappointed at the lack of variety and imagination in the tools. There's, what, a few variations of glasses, plungers, a couple hats, and a couple strategic coverings? What happened to the more interesting ones like the blowtorch to make the ball glassy, water, fishes that your can color, the plants you have to grow just right or, most importantly, something brand new and really unique? This game series really doesn't have a lot of room to stretch its gameplay, so without either really unusual or really complex designs, it's just dull and way too simple like pretty much every puzzle in this one. Maybe if I hadn't recently replayed the previous games I wouldn't have noticed how lacking this installment is...
I almost thought this wouldn't be as bad as the rest of the horrible facebooky games that have been crowding up the site lately. Energy isn't extremely finite (so far), there's a bit more gameplay than usual, almost a decent time waster. And then I got a half dozen connection errors within a half hour. Try harder next time.
Ah, good to see physics games still have irritating mechanics whether 2d or (very impressive) 3d. So many times I had Toshi standing on literally nothing on the edge of a block and just hovering there, did she learn edge gravity from Megaman or something? And of course I get to 2-19, solve the puzzle as intended, having the ball push her onto the dance floor...and the ball keeps pushing her STRAIGHT THROUGH A SOLID WALL. Stay classy physics games. The game is still pretty good and I'd love to see more 3D games on Kong that run this smoothly, but I'm not looking forward to all the horrible broken geometry that comes with the territory.
I keep trying to think of anything this game actually does well. The platforming is horrible in layout and control, the puzzles are more frustrating than clever thanks to the bad physics, the checkpoints only work half the time, the shadow effects are a pain to use, jumping is only semi functional. All that makes doing the time challenges a horrible pain rather than fun. I guess the death card game is kind of fun, though it seems sort of thrown in there compared to the rest of the game. I guess I should be thankful, I'd hate to deal with actual platforming bosses given how poorly implemented everything else is.
"Note: This will be nearly impossible until you've played a bit and developed a good amount of starting cash." Challenge accepted...and failed. Nearly beat the final boss on my first playthrough, but I gave him a couple free hits by being too close when his first form blew up...and I forgot that I had over 2k in my bank for upgrades. That's hubris for ya. Personal failures aside, awesome game!
That's really quite a disgusting comment to make considering all the hard work we put in to this game. There's no law that levels need to get harder as you progress, by the way.