Just came here to see if there are still people who think the abysmal performance problems with Strike Force Kitty games are because of people's computers and not because of poor programming. Oh sure enough, there's one guy who still thinks that.
These games are decent little time wasters but I can't shake the feeling that they're pretty shoddily programmed and missed a lot of great opportunities. Slow motion is a *bad* thing because you burn gas at the same rate but are moving at 1/10th the speed, letting off the accelerator when you're in the air or going downhill changes nothing because the rate at which you burn gas is dependent upon your MPH and not your RPMs, and the order in which you purchase upgrades changes essentially nothing - no matter what you'll need 95% of the upgrades to complete the level, and it doesn't matter which ones.
All of this combines to make it so that any sort of strategy is completely out - hold the up arrow, click the upgrade you can afford, and repeat. It just strikes me as a game with a whole lot of potential wasted by a lazy developer.
Really enjoyed this game until about 2/3 the way through. At that point I became so overpowered that finishing levels was just a matter of moving up and down so my lightning could trash everything on the screen and the final boss took about 1 minute to completely decimate.
Before that point the challenge and balance were all matched nicely and there was a great sense of constant progression. I just wish it hadn't become so easy in the final stretch.
Level 3, Adventure mode. Restarting a dozen times just so a plane can show up that allows me to clear the first pit. Then hoping my luck continues for the remaining 30 pits.
There is a special place in hell for developers of levels that rely entirely upon the RNG to complete.
The pixel-hunting required to attain par on certain levels becomes very tedious ("Refuse to Fall" is an example). I love the Red Remover games, but this iteration takes a great idea and adds an element of frustration rather than fun.
This game has a lot of potential but there are so many little things wrong with it.
- The AI is completely random. Your allies target enemies on the opposite side of the field for no reason. The allies should target the nearest enemy - simple.
- The final upgrades are excruciatingly expensive and have minimal effect - you can hardly tell anything changed. The final upgrades should be strengthened or the price reduced.
- The final boss utilizes the summoning technique randomly, meaning once again luck plays too heavily into victory. His summon should be on a timer to encourage you to finish off the enemies rather than hope he doesn't summon 3 more times.
- The sudden death mode is just rolling until you have your specials. Time trial is reliant on your allies picking the right targets and the enemies spawning in the right areas. The time trials should be lengthened, their rewards should be increased, and sudden death should have a reduced number of enemies and archers.
Really a shame to have such a polished and solid game marred by such an annoying and unnecessary intro. It cheapens your hard work - like covering a carefully crafted hardwood table with neon pink and green paint.
The hero's voice seems dramatically louder than the others, and especially compared to the music. It makes it very difficult to find a low volume I can play at and still hear everything else. Lowering his volume a bit would be wonderful.
Completing the game on Insane difficulty the first time awarded me the Hard achievement rather than the Insane achievement. Not that it really matters since the game ends at that point anyway but I'm sure some people will freak over it.
A fantastic and highly polished game. I would really love something like a 6x speed setting in addition to the 1x and 3x - it's not uncommon for me to end up waiting around for a couple minutes for slower monsters to get to my towers or to accumulate enough mana for an upgrade, especially at the end of a stage.
The music really adds to making this a feel-good sort of game. I would have liked to see more incremental upgrades, as the jumps in price between upgrades were a bit dramatic. Upgrades dealing with gliding would have been nice such as decreasing the speed loss when gliding, and it would have been fun to have the mask upgrades provide perks as well. Overall a solid game, and with a little work a sequel could be truly fantastic.
For those of you have trouble with the Burrito Geek challenge, the trick is to use Meteor Strike as much as possible rather than Hell Raiser. It works very differently from the main Stadium - you'll get much further that way.
Hints for the hard badge: 1.) Getting high speed is the fastest way to get points. You do this by landing on planets at angles (not dead on) and spinning around them to gain momentum. 2.) Left makes you go around counterclockwise, right is clockwise. 3.) While flying try holding a direction (left or right) and jumping from each planet after you've spun and gotten some momentum. 4.) The smallest asteroids are the best for gaining speed since you can easily hit them at angles and spin around. It's worth the risk of getting flung downward. 5.) Don't bother breaking through the small planets, it annihilates your speed. Better to use them for gaining momentum.
With enough speed you can rack up a 500,000 point combo within the first 30 seconds of the game then work your way up from there.
All that being said and after earning the hard badge, this game is a one trick pony with a lot of flaws. It's a solid idea but it just seems half-baked to me.
This was a quick and fun strategy game. It had a nice combination of ingenuity and familiarity to make for an easy game to pick up and play through in an evening. Personally I didn't really appreciate the "play each stage at least 3 times" achievement, as I ended up having to go back through and re-play more than half the stages even after getting all golden leaves just to get the medal. Other than that a solid game.
The lack of character control while gliding through space takes a lot away from this game and emphasizes the luck element more than necessary. It can be incredibly frustrating to be on a streak and have one ill-timed jump send you hurtling past dozens of asteroids and into the sun when you were previously well ahead of it. Being able to direct yourself even just a slight bit more so you can gravitate towards passing asteroids would make this a much more pleasant experience.
Really a well done game, and deserving of far more plays and praise than it's received. The Diamond medals and challenges had just the right level of intense difficulty while still seeming within the realm of possibility and the various upgrades were very well thought out. I would have liked to see some minor changes (such as a highlighted radius when placing bombs) and I think the Woods character could have used a little bit of tweaking to make him slightly more useful (the Cry of Self-Control was essentially useless), but overall a fantastic example of a flash game done right. Here's hoping for a sequel!
- The individual upgrades for the first two cars make hardly any difference at all - you'll spend all your money on incremental improvements that will only get you about 3% further, whereas upgrading to the next car makes an enormous difference. Fill your fuel to the max, then save up for the jeep. Fill it's fuel up, then save up for the bus. Otherwise you're just wasting time.
- Boost works best in straight sections. It doesn't do much at all for going up hills or through boxes. Really though it doesn't make much difference, so save it for one of the last upgrades.
- The gun upgrades are fun but don't make the run any easier.
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