regulargabs' messagesPublic messages for regulargabs
samster278
Oct 11, 2009 1:26pm Hey, could you do us all a favour and Implant Kong API into Totem Destroyer 2 please? We all want badges on your awesome game :D
Wainy09
Jun 6, 2009 12:31pm
Boends
Feb 11, 2009 7:44pm
FoamHead
Feb 7, 2009 12:37pm Totem Destroyer 2 is a decent game like the first one, but you left in the most annoying parts: 1) Clicking on the same block (when nothing is moving) can yield different results. Either it should be the same every time or you should tell the user that the results can be different and how those differences come about (random? based on where you cli… show moreTotem Destroyer 2 is a decent game like the first one, but you left in the most annoying parts: 1) Clicking on the same block (when nothing is moving) can yield different results. Either it should be the same every time or you should tell the user that the results can be different and how those differences come about (random? based on where you clicked? etc). 2) The game has too many built-in slowdowns that, over time, get real annoying. The Ready/Set/Go should be changed to starting on your first click. If you click a block, it blows that block and movement starts then. If you click air, movement starts. Worse tho, is this whole “advancing/resetting in 3 seconds” nonsense. If I press R during a level, it resets instantly. So why do I have to wait between failures? Just make it click anywhere to reset/advance so I control if there is any delay. 3) Make the bottom left “restart/menu/mute” text reminders buttons you can mouse click on. 4) Instead of “Game Over” you should simply say “Failed” when you fail a level. Game Over makes no sense. 5) The “in between screen” with the airplane and a tip message has no way to be aborted. You just have to sit and wait. If you must have these useless screens, make a click anywhere advance. show less |