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Beobaun: Not only have lots of people beaten level 50 on Normal using various civilizations, but we've also beat it on Hard and Very Hard (Click on "Statistics" in the game to see.) The puzzle can absolutely be solved/beaten.
It seems like there is a bug where if you end a game on a chain, it is not counted in the round stats (don't know about points.) I just ended a game with a 10 card run (got the message and everything) but the stat window displayed my longest run as being only 6.
There is -not- a natural dodge chance.
Yoshiro has a 10% chance to dodge physical attacks, Popo has a 25% chance to dodge physical, Tafari's hide gives a 30% chance to dodge physical, and the feather gives an extra 25% chance to dodge physical. But not all characters have a natural dodge possibility.
Same problem as the first one. No real strategy, boring drawn out gameplay. Hold 'A' for 3 hours while upgrading mana, then spam units. Win. Rinse, repeat.
"I've lost (and won) multiple games JUST because of someone missing a 90% hit."
- This will never happen. Y'know why? Because the game is made up of more than just one hit. If the game were only 1 card, with 1 HP, then yes you could make this statement. But the situation you are talking about, where after dozens of moves and attacks, it comes down to 1v1 and a miss lets one person win? The dozens of moves prior to that supposed 'all important' miss are what really make the game up. Better players can win despite a miss at a critical point, because they don't let the game get to a point where it all rides on one attack.
Flyboy: First, skill can beat bad luck in this game, and just because you can't get the harder badges does not make this false. Second, you don't "lose" just for not making a 99 brick tower, or because you didn't reach the max height. All that means is that you didn't get the highest score. Third, if the block pattern wasn't random, there could be one formula for getting the tallest tower that would work every time. That would be lame. Fourth, if the blocks were solid and there was no force from the impact of the bricks landing, the game would be really easy, and thus lame.
To all the people whining about supposedly 'perfect' towers falling: Notice when a brick hits, there is a visible impact. The bricks are not entirely solid, they are squishy. So when a brick lands on a tower, that impact alone can cause motion. Whether or not your tower is symmetrical, at any section where the pieces are not interlocked vertically for more than about 2 squares (ie two vertical purple blocks side by side), the impact will cause that weak section to sway more, and every subsequent impact of a brick will cause that sway to get worse. You're not building with legos, you're building with nerf blocks. You don't just need symmetry, you need the pieces to interlock everywhere. Hint: If you have a vertical purple piece, your tower will sway eventually. Period.
To all the people whining about supposedly 'perfect' towers falling: Notice when a brick hits, there is a visible impact. The bricks are not entirely solid, they are squishy. So when a brick lands on a tower, that impact alone can cause motion. Whether or not your tower is symmetrical, at any section where the pieces are not interlocked vertically for more than about 2 squares (ie two vertical purple blocks side by side), the impact will cause that weak section to sway more, and every subsequent impact of a brick will cause that sway to get worse. You're not building with legos, you're building with nerf blocks. You don't just need symmetry, you need the pieces to interlock everywhere. Hint: If you have a vertical purple piece, your tower will sway eventually. Period.
Which ad did this? If you see it again send us a screenshot at feedback@zombidle.com You don't need to visit a website to get our rewards, the reward should pop automatically at the end of the ad and if it doesn't, just cancel it and press retry.