Under rating threshold (hideshow)
I'm an economics student at college, which is the study of the allocation of scarce resources. After playing this game once I got amazing on every level only replaying the second level once. This game doesn't let you just collect every resource on the map. Actually most you don't use, and if you try you will loss. Think trade-offs, why risk having a new spore if another is already active and there are resources right next to it.
Great simple game. Also, I like the art, the colors really let you know whats good and bad.
Under rating threshold (hideshow)
wow there right it IS like real world risk management if your careful and expand slowly you will survive but if you try and be greedy you will get destroyed by an ecosystem your only beginning to understand
great game 5/5
Under rating threshold (hideshow)
This game teach you the financial idea which way your investment be . Nice game 5/5. It's good to remain this way, no enhancement need or can apply some financial idea in it. Bravo.
Under rating threshold (hideshow)
I went to the website, and they werent kidding, there were 4x the levels. That said, kongregate is for GAMES, not DEMOS! (oh yeah, and tip: never activate a dormant spore unless you have to. Just upgrade a collector to max, hopefully a wind catcher, and just sit there with a blocker defender on it and 2 defenders at your base. Easy wins.
Under rating threshold (hideshow)
Simple Facts
Breeze will never run out of resource, risk of being hit by spores.
Catcher collects faster than Slurper initially but resource drains quickly.
Slurper collects extremely fast after upgrade but will provoke nearby plants easily.
Saying that, those who have trouble on level 5, build one breezer at the lowest point possible to the left of your plant, upgrade it twice and place a Bleep DIRECTLY on top of it. Build a block on your flower, upgrade and repair shields and neccesary, upgrade breezer once you hit 120 gold and wait..
Under rating threshold (hideshow)
I really enjoyed this - but it could certainly have done with a few more levels. Another five would have done the trick, given the number of things you could grow. I was a little disappointed when the game ended at Level 5. Quality game though. Looking forward to more of the same.
Under rating threshold (hideshow)
blocks and beats are the only useful ones blocks to defend the base beats to shield corridors (like a 3 way tunnel place a beat in the middle and block all 3) slurpers are the strongest of the 3 breezes have a chance to get hit by incoming spores and catchers run out of resource (since it drains from the map start not from when your mining it)
Under rating threshold (hideshow)
You know, I like that there's a minimum of numbers. It's only so often I get to see that time takes as much as it needs. I'm quite certain this is not an aware reminder of how we use time, but as we grow more and more efficient and begin to see everything in numbers we start to forget what those numbers represent, and why we put them there in the first place. I'm not saying back to the stone ages or anarchy is the way or anything else one might decide to interpret, that's you interpreting!
Under rating threshold (hideshow)
Its a nice original concept but there are a lot of little things that would make it better, such as destroying risks and a FAST FOWARD BUTTON.
Under rating threshold (hideshow)
Graphics are good. The sounds are a little jarring - some fit, some don't. The gameplay is very slow and extremely unforgiving. There really isn't much room to figure things out or come back from a bad decision. Either you set it up right, or you don't. An interesting concept, however It should work on balancing cost vs reward better. For instance you can have different types of resources and mining... so that you can mix and match efficiency, speed of mining and threat. Units should be both offensive and defensive, so that building any 'defense' is a threat. To makes things random things can change (groundwater pollution, cloudy days) and the 'threats' should actually be competing for the same resources. A good stat, but it needs a definite gameplay adjustment.
Under rating threshold (hideshow)
Like everyone has been saying, the game is very slow, making it rather boring...I don't know how you could improve this because the game is so short (levels wise) that if it was any faster you'd be done with the game almost as soon as you started. Resource collectors need to be balanced for their coin investment.
Under rating threshold (hideshow)
It's so nice to see original games :)
Love the concept...only criticism I have is that some of the resources are so obviously a bad idea...i.e. ones in front of a spore thing. Also, the defense robots seemed unbalanced...I never used anything except the expensive one with the many shields. Other than that, I really enjoyed the game, and the art. 5/5
Under rating threshold (hideshow)
Upgrading a defender also seems to repair its shields, so unless you need the repair right that instant, I think it's better to hold out and save for the upgrade right before its shields go down
Under rating threshold (hideshow)
Game kinda easy agreeing to the comments about regenerating shields but beat the entire game without repairing or upgrading using only the beepers or whatever there called (the weakest one) and breezers. final rating 3.5/5 needs polishing.
Under rating threshold (hideshow)
Pathing for the attacking flower missile things needs a bit of work . I found that to easily win you could just set up one Block on the flower which would defend you. Because the flower missiles generally will only aim for your main flower. You can place collectors in a place that the missiles wont travel and therefore dont require defense.
Under rating threshold (hideshow)
Great game, cool concept, surprisingly good for a .org science website. Very well done. Only complaint is that there isn't at least a "restart" button available while you're playing the level, as the game doesn't give you any time to formulate your strategy, so you must restart the game at least once.