The enemies need more variety because I was able to alternate the heavy cannon and the laser and that was all I needed to beat levels at Normal difficulty. The core game play is here, but there isn't a lot of decision making as those two combined strip shields and kill the speeders.
I often get interrupted in the middle of playing games: that is the life of an adult. The "you were disconnected" messages feel like I'm stumbling over DRM of some type, despite my "sin" being that I have a life and don't click constantly on the game.
Once a puzzle is in play, why would it even care how long I'm idle?
OK, so the Runes lead to a website which leads to encoded data which decodes to :MMMM,*,$#R where the Ms are prefixed by control codes. The trailing = leads me to think Base64, but the control characters are odd.
I captured a screen grab of the runic message at the end, but it isn't in a font I recongize. It isn't traditional nordic runes (the B is reversed and there are curved segments) but they aren't Tolkien Dwarvish runes either.
Son of a Quark, TJHookr is correct. Service sadness cupcackes turns this misery simulation into an idler. +1, would cheese the badge again. Actually, I take that back, it is still a misery simulator and thus will take my badge and move on...
For those struggling with Level 7, it means what it says: only forests in the rectangle indicated. Sawmills are built on forests, so they count as "stray" forests that block completion.
Encountered a strange bug where my movement was 180 degrees from where I clicked (I moonwalked my way through the levels). But attacking required clicking normally (so targets had to be backed into and then clicked directly). Needless to say this was far more challenging than probably was intended.
I think what Giura means by "better float" in the controls is something like Super Meatboy. There is an interview with the developers where they talk about how long they spent tweaking the controls in ways that were technically "incorrect" but were how users input things. An example from Super Meatboy is the amazing wall jump response: they accept the jump command as a wall jump regardless of the exact order the jump and reversal of the direction commands occurs... as long as both are in a certain window they realize the human *meant* wall-jump even if it was not correct to the millisecond. In this game I found myself struggling with "catching" on the lips of platforms if I was too early in impacting.
Too many combinations with no workable solution spawning in front of me and no hope of upgrading to get past them = not even trying for the 5 point badge. I say this as a badge whore... you have to make it seriously not fun for me to give up this soon.
I have to assume the author of the Papa's game series worked too many fast food jobs and wishes to take his rage out on the Internet by making games that are far too accurate for their own good. I actually feel the life endangering sadness of a fast food employee when playing a Papa game. If it weren't for the meta game (which I had *every* other badge already), I wouldn't be here at all.
Bullet hells are fun. This game was fun. Until level 24 and the freaking "shoot and we just multiply" fighters combined with the long flight time missiles combined with stupidly robust mini-bosses that just keep coming. Great game until you hit the brick wall.
You should never, ever receive that message during play. We'll review the relevant code as we've never seen that happen before.