

It's everything the original Bookworm Adventures was with a little extra oomph. Spell words to damage each enemy as you work your way through 30 chapters, gaining levels and earning unique trophies along the way.

– Why can't I send the monsters to kill deer? Quasi-suicide bombing is a rather bizarre way to hunt.It's word game meets RPG in the excellent release from PopCap, Bookworm Adventures Volume 2! Mother Goose leaps from the pages of her book when the Big Bad Wolf comes a-knockin', and our bespectacled hero Lex is the only one who can help. are also meaningless but at least they don't get in the way.- There is no practical way to lose: the initial funds can only be reduced by deliberately selling at a loss and buying stuff.- Two women but no jealousy issues what's worse, no need to choose between them. Maybe I could sell them, but I didn't try: it is both horrible and inconsistent with the game's premise.I did release previously bribed monsters from bubbles to bomb them dead, which is only slightly less horrible than bunni slavery.- Without score and victory conditions, ornamental trees and statues and the fountain are a pointless waste of real estate.The total creature count, the hearts, marriage and other quest outcomes, etc. I dump them into unproductive sawmills or mines to twiddle thumbs.
#KONGREGATE PLAY BUNNI HOW WE FIRST MET LIKE GAMES PLUS#
a given set of mines plus something to compensate attrition).- Creatures cannot be dismissed on the other hand, they literally grow on trees, meaning that too many for the capacity of the islands are accumulated quite soon. The inventory queue also clutters everything around it (and itself), and it loses items when it grows too long.Did you consider a more conventional inventory system? Items could be picked up by walking near (also obviating the occlusion problems) and dragged into the playfield from a palette or menu.- Items for sale around stores are competing for user clicks with bubbles on the ground in addition they waste a lot of space.Available items could be shown in a popup list when clicking the store, or simply appear in the palette of things that can be placed into play (showing the buying confirmation dialog when the player tries to place an item he doesn't have or from buttons in the inventory).Clicking and/or dragging existing structures should do something useful, like moving or dismantling the structure.- The copious and unlimited production (fruit trees beget fruit trees and all rocks and trees are cheap) isn't a good match for the very small environment: I run out of space very soon and very badly.A typical RTS has both a vast environment that can be nontrivially explored and intelligently colonized rather than filled to the brim, and a limited resource influx (e.g. Having to bomb in order to get them is clumsy.Moreover, clustering fruit trees in \”orchards\” exacerbates this problem while spreading them around erodes the available area to grow rocks and trees.- Having to click on a bubble and then click on the same thing in the inventory and then drag it into place (usually near the original bubble) is cumbersome.

The graphics are cute, the rules make sense, but there are some problems nonetheless:- Fruit tree drops, and more rarely any other bubbles, can be stuck behind a tree or other structure where they cannot be picked up.
