I'm liking the start to this game but unfortunately some mechanics just don't work for me. I can't tell exactly what is questionable design and what is just a matter of taste though. My biggest point of note is this. There is a long timer on EXP that implies you wanted longer cycles. But idol farming is most profitable in the early to mid game, creating quick resets. That seems like a design conflict.
Well, avoiding the 4th launcher upgrade worked for me. But it also didn't break this time once I bought it at the end so I'm not sure if that was actually a solution. Though based on other comments they might have partially fixed that while I was doing my test. The kongpanion tiles remained broken though, so most upgrades stopped at 20 (8 for magnet).
I'm testing a run now where I don't get the the 4th power generator until the end (I also skipped the gold offer since it doesn't help much and some have claimed issues with that too). So far I've avoided the bugs of upgrade navigation and unusable generators. The Kongpanion static box things still don't work though. I'll report back if I can get the 152.
Not that the gains matter much, but it would be nice for you to start getting rewards from a country immediately after conquering instead of needing to hit accept. Especially in offline mode it is annoying to log in and see the accept window there. It isn't like there is a choice to make there that would affect output.
Might be hard to program at this stage, but I think it would be useful to have a legend on the side that has all the cube colors that you could click on to focus in on that one cube net (probably by darkening all squares not in that net). I found in the later levels some of the hardest part was just trying to keep straight what was relevant at that moment, plus it would help with the colorblind issue.
It would be nice to be able to manually slow down. High speed is nice for full level grinding but it is too chaotic if don't know you'll make it though (you aren't even on the screen frequently) and I've recently found myself struggling to come to a stop in front of shops. Including a shop in the level select menu would also help.
Did anyone else check the rules for the first time once that was against the rules just to see?
Great game, currently stuck on level 11 because of that spike in the middle of blades. But with the slow jumps and good music I don't find myself getting too frustrated when I fail.
Man I'm finding the levels to be a real pain. Came down to read comments as a break from level 15 just to find that the levels are apparently easy compared to the boss. I'm not sure if I want to advance anymore. lol. Great game though.
I don't know if my timing is bad or if there is a bit of lag but I'm finding it hard to get the momentum capture right. Maybe an option to say that you want to record at the base of a jump or the moment before impact?
@blanketyblank: I just happened to be revisiting this game today. You can dodge the flame pillars with a double jump. And when you see three bombs at once just pick one to focus on. When one hits the boss the other two disappear.
And for what it is worth I meant that the boss was easy with a bit of practice. It managed to kill me twice this playthrough, but back when I wrote my other comment I was able to kill it without taking damage. If you can get good and bouncing bombs you have the battle made.
Nice game. I felt like I was playing Viridian Room again. There were some odd moments of logic (like the fire and ice candles being lit linearly from your perspective rather than in a circle) but nothing that felt too hard about any of it.