Uh. Seems bugged--I mean, I was on wave 9 or so and the ball decided to bounce into some of the grey brick barriers. I can't guide my ball out from the bricks, and none of the controls are getting me out.
This could be a very good game, but getting jammed in this fashion really isn't all that cool. Sorry.
OK guys, all you got to do to unlock this game is [CENSORED]. When you fight [CENSORED] on level [CENSORED] use the flying [CENSORED] to jump over [CENSORED] and grab the [CENSORED]. That will make the [CENSORED] disappear, and [CENSORED] will fall into the [CENSORED].
I'm sorry Chris Dodd, but your [CENSORED] is in another [CENSORED]
I recognize that its hard to get game balance right, but selling items is basically worthless, as is playing roulette. Easier than either is simply taking every last item you find and trying to upgrade it repeatedly.
Thus I have +6 weapons and am whomping guys with more than double my Combat Power. A +6 bonus to an item can double its damage or triple its effect, again, far outstripping the benefit of an Epic item.
It's an OKayish game, but other than simply getting the highest + item you can, never selling anything and taking on the hardest guys you can beat, there's not a lot to do.
My Characters are riding by themselves in a cramped wooden box for months, have acquired chamydia and syphilis and got over them by resting for a day. On other days, I got the message that "nothing fun happened". I suspect that much fun was had...
Does anyone remember Arkanoid? Do they remember the part where all progress is lost if they lose a level, or if they have to pay money in order to continue playing? Or the part where it takes 10 minutes to actually start working...
Energy Gimmicks are a strong signal that the developer feels that their game has enough going for it that people will keep on playing it. But this is an inferior clone of Arkanoid; I mean, paddle speed as a constraint? Power Downs are half of the mystery blocks?
This game is slow to load, is basically a knockoff of games made decades ago, and has the oh-so-enjoyable energy gimmick. 1*, because I can't give it 0*.
As stated above, the four color theorem sort of restricts the required number of colors needed. You can get around that by getting away from 2D images. Spheres and Cylinders require more colors, as does a "divided space"
This is an excellent game, if too easy. With the ideas above, you should be able to ramp up the difficulty.
You get the Rocket Launcher in the middle of the game, and it's essentially the best weapon. The Flamethrower/Flamesprayer are best for taking out the annoying baby zombies; which means that the two combined are basically the best weapons in the game.
In short, that means that weapon design for the game is somewhat questionable. Who wants a "hold to click" weapon that does less damage than a weapon you've already got? While the Nuke is a gag gun, the other late game weapons aren't that far behind in uselessness.
Technically, this badge is exploitable, if anyone would want to try it. The power to customize the team system would mean that one could easily create a team of amazing players and then make the other teams suck.
This is an interesting simulation, however, and I appreciate the power this offers. It does mean, though, for those willing to make the other teams suck, this is a very easy hard badge to acquire
31B2AB15AB12AB2AB15AB12AB2AB15AB12AB2AB9AM5AB12AB2ABA5B3AB5AB12AB2AB9AB5AB12AB2AB9AB5AB12AB2ABA5B3AB5AB12AB2AB9AB5AB12AB2AB9AB5AB12AB2ABA5B3AB5AB12AB2AB9AB5AM12AB2AB9AB18AB2A7B3AB18AB2AB9AB18AB2AB9AB5I13AB2A30BAXX13034053034011XLevel@Author
Level Editor design...
Simple to use Editor, got all badges. Great Game over.
To win this game, your Hedgehog needs to reach 4500' High; there is a 500' gap between the last obstacles and the highest goodies (4000'). You can gain a lot of ground by using a single parachute to draw out a flight to minutes (and grab a lot of coins), and you should always burn all the fuel you have on the ground if possible. If you run out of parachutes, blasting at the side is a good move as well. Note also that your speed is capped by your thrusters, and that at this cap you can not gain further speed. Getting this on five days requires a really good first or second day, but its quite possible.
Another game finished. Meat Boy is mostly about timing and choosing when or when not to make contact with walls. It can be frustrating, but the Salt Factory has excellent music and I've not explored the Fan content.
4/5
Wow. First Impossible Badge. That said, the game gets "hardest" about at the 20k points range--after that, you get long lines of big points and no threats. I'll I can recommend is running the outside when you are cramped, playing the center when possible, and passing up points to save lives when necessary. Pretty simple mechanics, but rewarding game.
At first glance the gameplay looks solid, but a hard look reveals that the computer is essentially throwing cards at random--which is kind of lame. Perhaps just as bad, the challenges essentially build on this lameness--Challenge #15 essentially gives the computer a 30% chance to kill you right off the bat. The ideas of the game and its different feel are nice, but the game would really be better if the AI played smarter and if all, not some, of the challenges operated on something other than "Get lucky and avoid the AI's first turn kill because he's too dumb to wop you for five points of damage"
I'd give this a 3/5 because I feel that the AI is as important to playing this game as the card design. I'd give it top marks if the AI was smart enough to not summon creatures when Xenophobic, buff itself when Schizophrenic, and consider buffing when damage is minimal and always go for a kill if possible.
Great concept, though.
Just curious.
I won "Ashi the Axe Battler" on the current challenge, but I had already acquired her through a random victory in Kongai. As far as I know, nothing has changed. What is supposed to happen in this situation? Anyone?
Okay. This is an excellent TD, one that offers a lot of choices in design and play, and I think that really sets it apart from other TDs. The story is weak (ending isn't really that great...) and the gems are somewhat imbalanced: Mana Gain and Splash Damage are the best, Poison is the worst. Once you reach level 40, trading in everything for maximum big gems will allow you to utterly destroy every level with 1M points above each of the required levels. The Epic Bosses are a worthwhile challenge as well. This game is superbly designed, and I've beaten it in its entirety. 5/5