736. It's easy once you know what you're doing. Wait until the first "Boss Meteor" and just try to keep it in the center of the screen. Try not to get turrets, and if you do, just try to correct the course of the meteor based on where the turrets are placed. I got more than enough time for the badge between two "Boss Meteors" and I could've had more, but I knew I had more than enough time. +1 so everyone can see this please.
you're challenge doesn't work. i killed at least one enemy with every weapon. i was only playing this for the badges and wasted a day on your shit game
I, along with many other people I have heard complain about this game, had to play it multiple times because I received NO badges whatsoever the first time around... It's a decent game but I think you need to fix it..
okies, pretty sure i figured out what's generally making it lag. Once the player loses, the level doesn't reset, i've even noticed that some death dice carry over to the next game. It's gotta be something related to whatever erases offscreen objects, or your timing engine for the pills.
Really enjoying the game, unfortunately i'm experiencing the progressive lag you mentioned. It's almost as if some of the variables aren't resetting in between plays. It's probably something minor in a single line of coding.
What's with not having a level select? It froze while i was on Lourde's chapter, and i really don't feel like playing all the other chapters over again just to get an easy badge =/
Okay, so new comment..
Enemies get to attack even after they're dead, since hp doesn't update till end of turn, which actually just lost me a game. Couldn't there be an actual 'turn' decided by the faster attack speed, and when it switches to the slower attacker, if it has no hp, have it not attack, but just die?
Like i said before, good mechanics, they just need some tweaking.
Switching out becomes a big problem when that's really all your opponent does. To fix this could it be possible to do damage with an attack to whatever they switch to? Or waste no energy on the attack if it misses because of switching? It just seems a bit unfair to have attacks that cost most of a card's energy to be complete fizzles.