... that's weird. This is the second old Kong game I've recently revisited with massive problems associated with the save function. This time, I can't even play it - selecting a slot to start a new game in just throws me back to the menu to select the slot. I can only get that far with this game. I'm wondering if this is a common experience or if it's some problems unique to my situation?
Since this is an old game that I don't think the dev really supports anymore. I was wondering if anyone else has lost progress due to it not autosaving properly. If I refresh the page or revisit the game I'm stuck at level 6/14. This is pretty irritating, since I can get to the last level but it's looking like I would have to finish the game in one sitting if I'm going to get that badge. It was fun until this apparent bug showed up. :/
Throwers are super powerful, especially given they have more consistent knockback and gets you a good amount of distance. If you unlock them in an easier difficulty - it makes the Hard Campaign a breeze. I just spammed them along with archers, and then heavily used that poison cloud and tornado ability (occasionally buffing my army). Pretty consistent strategy.
Greg's setup was pretty good. But I found more success with a minor tweak to the build. Just swapped out an Ammo Capacity slot for another Knockback upgrade. Gave me more breathing room, enough to break through the Round 14-15 wall I was running into. Reasonably fun game, at any rate... and since this is newly badged and my comment might get lost in context Greg wrote: "This was my final setup if anyone is curious (lots of testing/fine tuning went into this, and I'm pretty happy with it): 3x move speed, 4x reload speed, 2x vision, 1x protection, 3x damage, 3x fire rate, 1x penetration, 1x knockback, 1x ammo capacity, 1x projectiles."
Yeah, that might actually be better. That ammo capacity slot was the one that I was playing around with the most. You can also consider swapping protection for another move speed (ideally you shouldn't be getting hit at all, but having room for 1 error made things a bit less tense for me).
I find myself agreeing with the general consensus about how much polish this game is going to need - to be more engaging. But I guess I can offer a tip for how to get the badges reasonably fast. Only bother with the second tier locations (the ones that take 20 minutes to complete) maybe once or twice for a bit of a boost, when you unlock them. Once you have a robust team (5-10 heroes with decent equips/exp)... just grind at the Golem Manufactury using the [flawed] "Heal and Repeat" ad nauseam. The 20 second turnaround there is way more time efficient for these badges.
The only suggestion/problem I really had was in how finicky the locking feature was. Specifically it kept locking cells when I didn't want to; where I swore that I just used a short click, but it interprets it as a hold. But I have no idea if it was my system/browser configuration or not. (If no one had a similar problem, I'll assume as much. :/ )
Oi, am I the only one having a glitch playing the Kingpin challenge where the shield does not change when I click? It's frustrating when I know I changed the color/mode on time but it sticks and ruins my chain... especially so after I maxed out the challenge level, where all the medals should be pretty doable at that point. (I'm aware of how old this game is... just wondering if anyone else is having this problem.)
Just wanted to add to Vaan360's very helpful suggestions. I found Agile Red easier to achieve with the fully upgraded H1 Grig hull [rather than the Wasp], "small maneuver" is such an apt description for it. Max D4 and a good engine will also be helpful for that achievement.
@Balbanes You can toggle off Concert Lights in the Options. That made it a bit easier to see the prompts. (That said the difficulty spike there is still too much for me and I doubt I'll get this badge anytime soon, if at all. The fact only a few thousand got this one compared to the other Medium is discouraging.)
As someone else recently commented: this energy system is abusive, to be completely honest. As many others have said, this system is by far one the worst implementations I've ever seen! And that's saying something! I'd be laughing if it wasn't such an appallingly cynical, manipulative, consumer-unfriendly cash grab. As soon as I get this damn badge, I'm outie. :/
This game is surprisingly fun and does have good production value too for what it set's out to be! I do have one suggestion, though [understanding this is a bit of an old game by now]. After my level get's maxed out and am trying to get the 85 stars needed for the Hard Badge, it'd be nice if levels had a restart key in case you know you didn't score high enough and want to try again. It's a bit of a chore to sit through the the end mission stuff, that in mind.
Wow, that final boss is hard... made kind of annoying by having to replay up to him every try. So I think it'd be cool if you could give us the option to skip to that point after we've bought out the store and/or completed all the missions [with 2-5 mana charges]. Because at that point, money is moot and you've proven to the game that you can get to the final boss. This makes it get pretty tedious. Nevertheless, pretty much everything else about this game is quite good (gameplay, visuals, etc.)!
Knowing this is an old game... I kinda wish melee weapons didn't degrade if they never connected with anything. Honestly doesn't make sense that they do just from whacking the air [mistakenly]. Anyways, it's an okay game... taking a bit for me to get the hang of the controls though. I keep hitting down, trying to descend ladders/stairs. That's just a smidge unintuitive, but I'll deal with it.
Oi, just want to say what everyone else is already saying- the black screen business get's /really/ old, really fast. I seriously hope the dev can/will fix this. (Also mechanically, kinda agreeing with people saying it gets rather tedious, in all honesty.)
But I will give a few tips for others... Upgrade militia and outpost guns first. Try to keep a big pool of engineers [and citizens] for the income in the team. Spending them only a few at a time on upgrades (accountant and factory upgrades are highest priorities with them.) Consider getting the damage upgrades and influence downgrades first with your rangers and captains.
Kinda a follow-up to the other comment I got that got +'d a bunch there. I did eventually /get/ a character made, but not what I wanted... seems I had no choice but pick the Cyclops, since it was the only selection that decided to work for me? Still evidencing how buggy this game is. On top of things just sorta scattering and sticking in random spots of the battlefield.
The writing is not engaging whatsoever, and there's so many lifted elements from other titles that... just makes this not a great experience (on top of the severe stability issues). Got my badges, will not be returning to this title.
Adding another complaint that I can't even create a character, here. Keep getting error messages from "unable to display character information" to "request is still being processed. please wait!"
Please do more research on infrastructural stability, developer. (It seems this game has a bad history of critical failures and yeah...)
As an addendum to ShinodaII's strategy (which was indeed helpful)... I found that closing the hospitals in the states that have a ~100% Vaccinated Living population can give you more daily funds to disburse vaccines in states that do not have them and have healthy > infected pop.s. As after the vaccine's been developed, the states that have them will be automatically disbursing them 'til that point.
A lot of the [earlier] walkthroughs for this game I've noticed aren't up to date... but I think it presents it's own challenge to see how the dev transformed the solutions in later levels since those ones came out.
The solutions are /all/ the "same" even in the latter half of the levels (but there will be a color difference). You'll have to figure out if it was flipped horizontally/vertically and/or rotated in the update(s)! Takes a bit of spatial reasoning just to figure that out.
(For the record, I did solve as many as I could without the guides. And, I have to say the game was a stimulating one!)
@kelly24601 I recognize this music, it's open source // royalty free stuff by Kevin Macleod. Sacred Seasons (both installments) and many other games use music by this person. So there's nothing legally/creatively underhanded going on here on that one. http://incompetech.com/music/royalty-free/
Okay. I like the minimalistic game design, that grabbed my attention. But in addition to the recommendations for a progress bar and reducing respawn time... I found myself both loving and hating the the hit box sizes of stuff. Fairly big hit boxes are nice for collecting those black dots and triggering a needed platform. But large hit boxes can get annoying when it comes to bad trigger points and spikes... especially the spikes. This gets a bit annoying as the game drags onward.
Yeah, that might actually be better. That ammo capacity slot was the one that I was playing around with the most. You can also consider swapping protection for another move speed (ideally you shouldn't be getting hit at all, but having room for 1 error made things a bit less tense for me).