@SirFred131 Use "If self is alive, turn A off and continue" followed by "If in Cat form and more than 50% mana, turn A on and continue", followed by "If enemy is alive and switch A is on (self), use skill lacerate". Uses extra command slots to get better logic.
@militon You may have noticed that certain powerups consume points in an area when you pick them up (with the pumpkin hitting the entire screen). That upgrade is the equivalent of the hunger stat for those powerups.
True, nice catch, but actually this solution is a bit tricky, since if the collision between the astronauts was 'real', the astronauts would be in a half of a board item. I Would think about that, thank you for the catch.
Level 19 Minimum Movements: 16 Your Movements: 15
I think the key is the first down arrow you encounter. It can feel natural to push against it once, but it is actually unnecessary.
Certain ingredients seem to have an exaggerated effect, to the point where it is simple to make an item that gives "infinity" xp/credits/fame. Station did not work until I first prestiged, the option build additional decks was there but it took my money and no deck ever showed up. The diplomacy tab hasn't worked since prestiging, it is completely blank and since I don't even have humans available I can no longer export foods (fixed on refresh). The space trader unlock is listed as permanent, but it went away after the next prestige. Legacy upgrades which give a flat amount of resources do not seem to work. Other legacy upgrades don't seem to apply after prestiging again, until you buy another level of them. Since researching food substitutions I have pulldowns for base ingredients, but it won't actually let me change them.
Thanks for reporting this issues Haaretram! Pretty sure I know what is causing the infinite resources bug in recipes, so hopefully I can get that fixed pretty quick. The blank diplomacy tab is a new one, but I'll take a look into that and the other issues you mentioned!
After loading the game, completion progress on higher rarity versions of items seems to have been lost, even for the ones that have the shield indicating that I already completed the column.
Lists of tools and their functions. Each use costs 1 battery, except hacking
[magnetic sensors: 1 extra guess on locks]
[Drilling machine: sabotage racer]
[Stealth module: 100% escape]
[fusion recycler: 1 battery to turn a snack into a battery]
[chemical analyzer: lists temp stat buffs on snacks in inventory]
[hacking kit: attempt to stun a robot for 1 turn, no cost (basically auto-win)]
[hologram projector/force field generator: two turns of protection]
[multi-tools: repair random robots for 500 XP instead of scavenging for free credits, or heal random amount out of battle if playing a robot]
[omni-torch: random damage + 1 damage each turn]
[geolocator: choose a destination]
[plasma rivet gun: high random damage]
[personal scanner: show stats of enemy/potential enemy, including remaining hp]
[hand-computer: shows some stats, as well as tool required for next ship repair]
[exohammer: random damage and 1 turn stun]
[laser cutter: 1 damage and -1 STR]
[hydrolic opener: unknown]
Thank you for taking your time to do this. I fixed the hacking kit so it now costs 1 battery too (it was the intention). Also, the hydraulic opener can be used to pry open snack machines or battery machines (100% chance steal). The stealth module can also be used to steal at stores.
The fusion recycler seems to be bugged. The snack chosen disappears from the list, but your number of snacks in the display at the top does not change. Also, you get a battery but you spend one to use the recycler making it worthless.
So I tried playing the other classes. Fighter seems to have no range, making it nearly impossible to avoid being attacked. Wizard takes 2 damage on a nat 1, which is also guaranteed to slowly kill you. Why would you make them so terrible?
When assigning stats, trying to switch two dice will simply delete one, making it impossible to continue without rerolling. It isn't clear what each of the stats do. My first character had a -2 strength modifier, and my second had +3. I can see that these modifiers are used when I roll for attack, and it looks like a huge difference considering the low values on the dice (1-7), but they both seem to kill monsters at the same rate. Jumping sometimes just has the character repeatedly bounce at ground level, even when I roll well. Sometimes when I fail to kill amonster it doesn't attack, is that my high dex letting me dodge, high luck saving me, or just the game bugging? There's no indication of what gold or levels are good for. Also, I currently have 334/150 XP at level 2, so something isn't right there.
After adjusting the discs, the buttons activate the circuit.
If the setting is incorrect,
the discs will reset to the zero position
Turn the key switch
to open the pressure lock
1 Set the discs to the right position
2 Push the circuit activation button of the disc
3 If the setting is invalid the discs will reset into zero position
4 If the set is valid the indicator lamp going to be green
5 Set all the discs to get 5 green light
6 Insert key to the key switch
7 Turn the keu to open pressure lock
8 if indicators are not green and you turned the key
it will reset all the discs to zero position and all
the pressure will lost. You have to wait 30 sec
to start over again
If the pressure is lost, the orange light turning? off?
If you lost the pressure you have to wait 30 sec
to get it back, and the discs will reset to
zero position
the operation is sucessful, the red light will light up
and the door opens
door or switch is damaged
the throttling gas can cause fatal injuries!
@Sensimiller Look through the achievements screen and see what you are missing. Each of those upgrades is perma-unlocked separately, you can't expect to have it just because you have the others.
General Kongregate trick: if you click outside the frame, the game will lose focus and will not register any key presses, or more importantly key releases.
Hold down space, click outside the game, release space, click inside game. The game will continue to act as if space is held down, firing continuously while you focus entirely on moving.
I notice that on at least some levels it is possible to win without picking up any restores, but the game does not seem to track this. It is a missed opportunity.
@kenaron: It is clearly intentional. First, there is clearly no other way to get the good ending. Humans just can't jump that high. Second, it follows nicely from level 14 letting you use the box to push a soul around. Third, the level is set up in a way that makes it easy to accidentally discover that feature.
After grinding out 24 trial completions, I didn't get the achievement. The achievement screen acknowledges that I have enough trial completions, but the achievement remains grayed out and I don't have access to the tomato cannon. https://imgur.com/a/qKHiSXA
@narol1990 Just because its defense doesn't mean mobility isn't important. When I did the achievement I took both the increased walking speed and reduced dash cooldown active upgrades so that I could hunt down all ranged enemies before they got a chance to attack. The shield and medic drones can give you a good amount of leeway for the occasional mistake, but in the end they proved unnecessary (the shield broke twice and was back up before any hp damage could be taken, meaning the monolith would still have had half its health at the end without their help).
True, nice catch, but actually this solution is a bit tricky, since if the collision between the astronauts was 'real', the astronauts would be in a half of a board item. I Would think about that, thank you for the catch.