Weirdly, I am unable to beat my time from before the keyboard additions. I assumed I would be able to since I no longer needed to search for blocks to click.
I am sort of sad that you cannot kill every single unnecessary guard (all of them in this installment!) due to lack of resources (snowmen, lifts near walls, pits). The last guard in level 2 and all of them in level 12 just make me sad.
I transferred my save file from Flipline to finish playing it here. I just had 3 more keys and the 50 key zone left. It took me 5.25 hours to finish with 89%.
I prefer Flipline's platformers to their time management stuff.
The coin collection rate is slow against the high costs of the costumes. The lag on internal stage transitions felt lessened here, but I still would pause at the beginning of each area to clear that lag. Unlike at Flipline, I didn't lose any hearts to the lag.
Oh, man... double comment.
Being able to see the amount of shield left over by hovering or something would be nice. It's annoying to have to go into the HP screen for the enemy to see what else you have to do. Maybe also deplete the shield icons like you do with the HP bar?
One of the robots that came to fire their lasers is just sitting there now taking up space. I've already cleared the board a few times so that none of their cross hairs are around.
Shields and HP feel unbalanced. My prestiged characters easily deplete the HP of the enemies, leaving me having to match orbs just to take out the shields. This was probably done so that you'd have more reason to make big matches, but I'm sitting here with an enemy that's fully HP depleted just searching for specific matches to kill it.
There's a bug with the robots lingering around that I'm looking into and will get a fix up tomorrow for. Shields might be a little too strong in the early game, I'll keep an eye on it and will reduce them in an update if it's bothering enough players
@Yombo: If you lower the quality to Low in the Options menu, that boss will no longer have a moving background. Another effect of this is that the money that's dropped periodically no longer scrolls off of the screen.
Stuck on 19 because I'm fighting with the controls and cannon behavior. The jump to the left is wonderfully inconsistent and then because of what you have to do when you get there, I glitch into the cannon making it impossible to move, forcing a restart after all of that initial work.
The randomness of the Molotov flames is remarkably frustrating when you're trying to burn things. Related to this, the dancing of a lit enemy can create a situation impossible to complete in stage 47.
You can make the falling boss fight unwinnable if you push it too far down with your corpses. It will just drift off the left end of the screen forcing a reset.
Endless mode is also remarkably easy. Being able to earn stars in it and bring them over to the main game almost feels like cheating if it weren't so repetitive.
In Endless mode, obstacles are persistent. This is an issue for those triple boxes and tall cacti that you have to destroy to go through as they will still damage you. It's also annoying when you have the firework powerup and shoot an obstacle as the firework will keep spawning around the obstacle until it scrolls off, hindering your ability to shoot. Doing this can help kill if the enemy is in the right place.
Thundergod Spirit's lightning really should hit the initial monster also. Thunder's damage is bad enough as it is.
Gunpowder of Virtous should proc when Eye of Bardulus procs. Otherwise, Fire loses a lot of aerial crowd control by raising Eye.
@Judjement My first attempt was 14 deaths. After that, I pared it down to 5, then 1, then 0.
If you're going for zero deaths, then patience and awareness are your best friends. Getting zero on the first try would require luck because of that one room with the four warp options. Three of them will kill and the logic isn't the same all the way around.
There's a bug with the robots lingering around that I'm looking into and will get a fix up tomorrow for. Shields might be a little too strong in the early game, I'll keep an eye on it and will reduce them in an update if it's bothering enough players