So brawls went from fun to frustrating... and now getting to the rubies can cost infinite gold instead of like 60... I've spent 320 now and still got nothing... And where are the players my rank? As a platinum 4, I've got one platinum 5 opponent and then a bunch of diamond players... I've never made it to platinum 2... Why am I against these insane decks? My cards are 2-3 ranks lower.
Do you only pay for the efficiency percentage? If component 'X' costs $100/tick at 100% efficiency, does it only cost $10/tick at 10% efficiency? Just trying to figure out why my (all research) factory varies its negative income amount so wildly.
The sorter should be called the spreader... As it doesn't actually seem to sort rather it just evenly distributes the items coming in among the out going lines.
Build a proper deck... and the luck isn't as bad... but yeah the castle wars first game isn't as good as their later installments in the series. 70 cards is too big of a deck for a minimum size.
First smoking is terrible for you and should never be considered a "power" or coping mechanism for depression.
BOTD - D887C1 Get the smoke ring button in the top left
I did the order as apple - water - maze - money - quiz - last key (for purchase) Got it done quick enough to go back to the original screen and listen to the panicking police/soldier.
Fun little game. Only complaint is that it isn't super clear that taking an item will automatically use the item needed to "trade" for it. There is a hint from Rosa, but as her item is the last needed in the chain it isn't much help at that point. I was trying all sort of buttons to give George the apple for a few resets before I realized I can just take the water and it will give him the apple.
The first song has most of the key commands in sync with the song... the others just seem like random garbage or if you are lucky there are parts that make sense what they are trying to do... they are just desynced with the song and make it so it's easier to play with the audio turned off...
Early game seems a bit backward... you start the game click on everything and starting top to bottom left to right try the options it gives you and it starts saying that feature is only for the standalone version... and I'm like I haven't even figured out what the game is yet... then after you figure the game out and get past 2 levels the first hint that you don't have to find on your own is forced into your face and you are forced to wait even after finished reading the short message... just sitting there... This would have been helpful with the beginning but after two levels the game is pretty well understood....
Fantastic game! Style is great with good visuals and controls and fun sound to boot. Only suggestion would be a zoom in and out and different sized planets.
Great movement and feel to the game... but I didn't really understand what the goal was... is it just a survive as long as you can? What are the 2 kinds of currency for? What determines when you get each kind of currency?
It's an arcade game, so the aim of the game is to get as high of a score as you can, which is determined by breaking boxes and enemies. The other important thing to aim for is a high stage. The S in the top left corner tells you what stage you're on. The picture of a box in the GUI tells you how many boxes are remaining.
Great concept... Many of the simple "tutorial" levels seemed like they came after the level they were needed on. A bit more of a snappy grid-like structure would help make this feel more like a puzzle game and less like an extremely frustrating platformer meaning if the bullet only fired in the vertical y center of the grid cell you were in... removing the bullet colliding with self would change very little of the "solutions" but would make the game feel easier even if it wasn't. The bullet limits seemed arbitrary as you sometimes don't need to shoot but have bullets or you have more bullets than needed. And the "gap" cells that allow the bullet but not player through would be nice if they were just a bit wider so that the bullet had a slightly easier time getting through. And the ending felt a bit less "juicy" then it should have felt. Infinite bullets and random boxes may have helped it feel more exciting for an end screen.
Well, actually a lot of people *don't* understand the game but still click the buttons. I still reduced the timeouts by half for the next update :)