It starts off so trivially easy as to be boring and takes way too long to become challenging. There are no real incentives to go further or play longer, so the powerup monetization model isn't even remotely tempting.
Huge fan of how it takes three seconds to close out of the popup when you accidentally click on one of the merchant tiles, but you can accidentally double click and spend 100 gems on like 20 keys instantly with no confirmation.
In the final "boss fight", you can get past a gap without triggering a statue. If you put your hat on it and wait for it to get pushed past the wall of sawblades, you can teleport offscreen without dying. The screen continues scrolling indefinitely past the end of the stage until it's just the platform, blades, and an empty sky forever.
You should be able to discard excess chests. I'd gladly surrender some of these irons for a chance at more golds. Since I make them way faster than I open them anyway, fishing for the best chests would be a satisfying strategy. The paying player still gets more than I do, but at least it presents me with an interesting optimization problem.
Some of the objects don't have obviously correct orientations, so having to finesse the angle after you've already made a recognizable shape is mostly just a waste of time.
Got the other two achievements 9 years ago when this game first came out. Didn't finally catch and eat that freaking bat until just now.
My secret: Don't make just one huge web and try to reinforce it a bunch. Make a medium-sized web in each of 3 or 4 of the corners, and slowly branch out from there. That way, there's not way for a single failure to take down your whole web. Even if a queen bee or the bat or whatever else absolutely trashes one of your webs, you have one or two backups to tide you over while you repair them.
Dark world Chromazones is absolutely obscene. Of all the levels in the game, it's the one that requires you to distinguish the background from the noise the most constantly and precisely, and the flashing lights and obnoxious fog make it difficult to tell what you're doing.
Final level seems impossible, until you figure out the secret. You just have to bum-rush the big pirate jelly as early as you can with ~200 jellies. The speed boost helps, but the most important thing is that the enemy doesn't get the defense up. If you get lucky on the timing, your ball of jelly over 100 strong will impact just as the big pirate sends out a wave, which basically wins you the stage outright. As soon as you get the pirate jelly, all the enemy buildings will empty themselves trying to rush for your barracks, which leaves you plenty of room to take over the forts and labs.
I was stuck for a long time on Seahorse, Hard level #8. I'm not sure its actually solvable without guessing. I ended up finishing through trial and error, but not even any of the picross solvers I plugged it into (after finishing it) could find a solution. The best one could only get this far, about as far as I could get without guessing. http://prntscr.com/gb9r6b
Game stops having any appeal shortly after getting all paddles. Not only can you not stop idling, but there's absolutely no reason to. In addition, the "combo gain multiplier" and "idle combo chance" upgrades stop having any relevance pretty quickly, since you have so many blocks dropping that your combo recovery can't ever keep up with your combo increase, even if you literally never stop idling.
I completed a Rift, and the game asked me if I liked the update. I clicked yes and it brought up a second menu, which I responded yes to. This opened a new in the window that was running game. When I returned, the game had not saved the the progress of completing that rift.
The final boss is much easier if you just ignore the zombies and focus solely on the boss. If your companions have high stats, they can handle the rest with help from the air strike. Just use the time stop and stun bomb on the boss whenever they're off cooldown to slow down his advance.
You need to fire nonstop at the boss in order to keep applying the ministun, which slows his attacks and how quickly he approaches.
The hordes of basic zombies summoned by the pillars aren't important because a single stray shot from the rocket destroys entire swathes of them at a time, and the sniper's penetrating shot will clear them out as fast as they spawn. The pillar disappears by itself after a little while anyway, so focusing it is mostly a waste of time.
A fun game with a simple but endearing story. The biggest gripe I have is that jumping off walls feels clunky.
I'm also confused as to why there's a walk button when there is never a need to move slowly.
To be completely honest, at first it was the opposite for the jam, you'd walk and you'd have to press shift to run, that was my idea, thought it would be good, ended up being a very annoying idea so we switched buttons after some time lol but yes it's completely useless to walk haha.
I've gotten all the medals now except for 30m damage. Even with all the multipliers I can stack together at once, it's going to be a lot of level grinding to get there.
The 3-12 boss is obnoxiously annoying to fight. Not hard. The battle just takes forever because the boss is invulnerable about half the time, and your units just stack up at the end of the arena with nothing to do.
To be completely honest, at first it was the opposite for the jam, you'd walk and you'd have to press shift to run, that was my idea, thought it would be good, ended up being a very annoying idea so we switched buttons after some time lol but yes it's completely useless to walk haha.