Oddly enough, while being a truly indie minimalistic platformer, this game is actually an RPG in the purest sense of the word. That means, when I hear suggestions to fulfil my bloodlust, I cannot possibly believe the game developer meant this as the only legit way to complete the game. Yet it still allows you to kill EVERYBODY, despite the fact that nothing can harm you. Just how freakin' role-playing that is??! The same applies to your trust/distrust towards anyone who talks to you. It's your own decision. That is AWESOME, brilliant. I bet some people felt like crying when their "weakling" dwarf climbed the endless wall to that great tune and then your fellow dwarfs told you how you had changed. Such little moments change people and purify their hearts. That's what true games are about.
The tedium of grinding makes you experiment with different towers and settings, like trying to complete level 15 with as much spare gold as possible (my record is over 15000). :)
A few tips: 1) trial and error- try to remember as many floor layouts as you can and figure out the best way to pass them and take the most treasure. 2) Get most of the trophies before you go for 500000 score- when you get a lot of trophies in a ricky game, it distracts you. You will also train while doing that. 3) There are safe ways to get most of the diamonds, at least at the first 25 floors or so. Practice makes perfect. 4) Know when to RUN. At some floors you can safely pass only if you don't lose a second. 5) Don't underestimate the generic pink enemies. They can be VERY dangerous at some points. 6) Be merciless to the enemies in general, but don't hesitate to use the "mercy invisibility" at the right moment. 7) If you miss a gem, your primary concern is to survive, not to return to get it. 8) Scrolling is irreversible. You may screw up a sequence if you make a high jump at the top of the screen. Good luck!
All the in-game challenges and API are much easier if you abuse the "ESC-continue' function, since that one delivers you to the latest checkpoint with Kitty and with all items/enemies you collected/defeated even after hitting the checkpoint. That means you never really have to retrieve Kitty or to backtrack once you get what you need in a particular room. the game also saves your time at the moment you tap ESC.
Hooray! Magic mushrooms was EXACTLY what M*r*o was always about. :-D Reminded me of Egoraptor's cartoon. The way a plumber screams when he eats those mushrooms and then falls UPWARDS from the screen is absolutely hilarious. :-D
Brilliant game. The soundtrack is ultimately awesome. Wasn't tired of it after 3 hours of playing. I can recall one game that used a similar approach to music- the Klonoa platformer series. That probably was one of the most beautiful games ever made, and the "shifting" music was one of the factors that contributed to that beauty. This game gave me the same truly magical feeling.
This game really feels like Perimeter- to the extent that if you ever figured out how to play that, you won't even need a tutorial here! I hope that this coincidence is not intentional, though that is very unlikely. It was fun to play, though, but an unoriginal concept probably cannot claim to be a 5-star game.
The factors that apparently determine success are:
1) High horisontal speed. If you "stop" on starslides that means you've had high vertical speed. Descrease the angle of your jump or just tailslide.
2) High slideboost. You should hit the stars quite a few times, like, 7 or 8 before the final leap.
3) Luck. Whether you do #2 or get a starslide after Pluto depends almost solely on luck.
4) Reflexes. Hold down and tap up like crazy whenever you hit the stars at high speeds. The stars getting away from below my tail ruined tens of tries for me.
Hey, don't scare away players by saying that the impossible badge is impossible. It IS possible, moreover, it is quite easy, it could as well be Hard not Impossible. What IS Impossible is completing every level in special mode. For some of them it depends solely on luck actually.
Finally! 44 done. It really IS luck based at some points. It is possible to beat the level starting with one sniper tower followed by another one. Add damage and fire rate. It will be possible to build a mega tower before the boss-ghost wave comes.
Seriously, could anyone who managed to beat 44 give us some tips? It's almost insane waste of time survivng 30 waves just to check whether a certain combination works on "that wave of ghosts". I survived the Boss+Normal waves about middle-way just to be squashed by normal enemies. Hard indeed.
There is a change of difficulty after level 30. The levels become much smaller at first, but then turn into a pain if you try to play "logically" (that is, planning all your moves rather than randomly creating pieces of order)
For getting a badge the red dots are actually vital, since the game gets more difficult as time passes. A red dot means about 1000 extra points if you survive long enough. Do not hesitate to grab the dots on the dangerous edge of the screen (where the triangles are coming from) with the mouse- it moves REALLY fast- but be careful with your WASD. In fact what usually kills me personally is reflexes, when you move your arm out of excitement. Stay calm, do not make unnecessary moves. If you are lucky enough to collect all the dots, the badge will take about 2 circles (7 screen rotations) to get. The first two fases are the easiest, since you can gather your cursors in the bottom corners. Fases 5 and 6 are the same but with much more triangles. The triangles look a bit deceptive when you use side vision. You can also push the cursors against the walls outside of the screen to avoid most triangles, but watch for the half-hidden ones in the same blind spot. Hope this will be useful. :)