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I liked the antiyoy game so I wanted to check this one out, too. Overall the concept is fun and I enjoy playing. I think the most important improvement is related to the pathfinding logic + UX improvements. To the developer, I recommend checking out Prison Architect (especially the mobile version) or Blockheads to get some comparison on player feel - the touch mechanics are quite similar, so I think itād be beneficial. I find that a useful measure of how to make these specific changes are whether or not itās the āplayerās faultā when an issue goes wrong, or if itās the āgameās faultā. Obviously these things can be subjective but here is what Iām driving at: Very often I find the bots cannot predict how actions Iāve assigned them will affect their future position, and as a result, theyāll be ātrappedā in a corner by their own tail of minerals and canāt get out. I find I have to do some complex trickery to coerce the bots into not bumping into an object merely two squares away or picking up minerals in such a way that doesnāt completely trap them in the corner. On the one hand, (especially as a manager irl) managing the intellectual inferiority of your units may be a worthwhile challenge that can in some sense be part of the gameās appeal, but I find the frustration to be more related to the inconsistency. Like, sometimes they donāt trap themselves and sometimes they do, and there isnāt an obvious way to work around it. For that reason it comes across as a bug and not an intentional challenge. Itās most annoying when the bots run into each other and canāt foresee objects on their own path until they immediately bump into it. For the most part, itās not an issue when Iāve clearly ordered the tasks in a way that is clearly wrong; for example sometimes I ask it to pick up three of an object but I queued the one far away instead of the first one the bot could reach: fair enough, thatās probably something I should avoid. If the bots are going to be dumb and require micromanaging, then imo it should be consistent how dumb they are. If theyāre going to be smart they have to be really smart - itās the inconsistency that causes the greatest frustration. The other bit is I can ācancelā a drop off action but not a walking action, so sometimes Iāll find my bots dropping off three blocks and then walking in all the places I cancelled, and getting stuck as a result - so I have to cancel all of my queued actions just to rescue them. Thatās annoying. It should be possible to cancel walk actions as well, simply by tapping again. Those little UX and pathfinding issues are enough to make me want to quit and restart the level which is very aggravating. I wouldnāt call it game breaking but it definitely removes from the fun, which is unfortunate because I do find myself wanting to try and get better at it. So overall I think thereās a great game and concept, but it just needs a little polish. Great work as always š
Iāve played a ton of your games and enjoy this one a lot, my only knock is when I give one bot an order and the mis tap the next bot and accidentally give the first bot a ton of useless instructions. Two things could be done I think: Have the option to replace the eraser in the bottom left with a simple undo so I can remove only one command from the stack. The other would be to diselect a bot after you designate where to place all the blocks it has and will have by the time it runs the accidental command, IE pick up three boxes and place three blocks the auto deselect that bot. I canāt wait to see what you make next!
Be nice to lose the frustrating hard time limit for Bronze/Silver/Gold time awards
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