So once you earn flight...you can jump infinitely....whomever put up those magical "invisible walls that weren't there in the first game" forgot a roof XD
A decent toss the thing game. Quite a few flaws here though.
1. If you're going over 200m/s, basically all the objects are useless, because they all DECELERATE you to 180m/s or lower (The fan brings you to 100m/s or lower...rendering it worse than some laser walls)
2. Some upgrades and weapons are useless compared to their "Lesser" Counterparts, for example, the bomber shoots your robot straight into the ground? yes your speed gets a boost to around 500m/s but almost 80 degrees into the ground..which is pointless. Also, the UFO doesn't do anything sometimes. (animation works, but no effect to speed or altitude), and the wings upgrade....slows your descent but makes you descend at a steeper angle.
3. Music gets really repetitive really fast.
I am not trying to be critical, but these issues hurt the game quite a bit. It is not a bad game, needs tweaks to these things though
3.5/5 until fixes are made.
a few minor glitches here and there, but overall a great game. Biggest glitch i seen was that, sometimes when i zombie was set on fire, it cycled through all the zombie types as it seizured...it wouldn't be anything more than a chuckle if, when this happened, the game didn't lag almost to the point of being unplayable.
the buildings you are forced to build for the story to progress shouldn't cost much (if anything), all that does is force MORE GRINDING...which gets immensely boring. The length of the game looks long enough without having to grind 20 battles, just to purchase a building that is barely useful, or to level up and gain 1 new ability that may or may not be useful.
To supplement last comment:
The archer is ONLY...ONLY useful for the bosses...and that is it...YES he can attack all over the map and is fast, but he needs more dmg if he is going to pose anything in normal fights.
The fighters are actually the only character that is well balanced.
2 things, rebalance units, and increase map size (or increase difficulty...fire mage destroys EVERYTHING.)
Rebalancing for some units IS needed, as was stated the water mage is a bit pointless in comparison to the fire mage. Here's why:
1. Obviously Damage: The fire mage QUINTUPLES(5x) the damage of the water mage
2. Speed: The fire mage is also 2x as fast...so basically 5x2 already it does about 10x more DPS...and speed is a HUGE governing factor in the units especially if they're on the higher parts of the manor, the water mage can barely get 1 shot off before an enemy drops down, whist the fire mage can get at least 3 (200dmg compared to 2000 before enemy drop)
3. # of enemies: I can see the water mage's ability of hitting all enemies in a row being useful...if the map was larger. Either way, the fire mage can clear a row before the enemies step foot on it.
Needs to be longer, and have more puzzle like elements. Controls are nice in the sense that they feel tight (WASD needs to be implemented, laptop arrow keys suck for this) Graphics, well gaming isn't all about graphics, but 8-bit fits here (i think it's 8-bit at least...). Also, even though the last level (rave party epileptic seizure inducer) was probably a last minute gag used, at least make it more than a left and right runner, a level select, or a maze with rave party time would've sufficed. All in all, 4/5, 5/5 if more length and WASD.
There's still a bug where if the Hp meter goes to fast and skips 0 when it depletes, the opponent doesn't die, the match continues, but all attacks do nothing, other than take action points...that is, until the enemy FINALLY regens back to 0...
have had too many problems with the nabbles phasing through my box to their spiky doom...did i accidentally open both sides of the box, i mean it is 2D so i cant tell.
Every time i poison the Copo (Buttface thing) the battle freezes completely, even if i pause resume, its done, i have to refresh the page and restart the tournament and hope i don't poison another Copo randomly...
Well, i am unsure if this was suggested, but since all the fish look like stickers (or magnets) have a fridge in the house, that posts all of the stickers of the fish you have caught (and when clicked shows the quantity total of that particular fish)
What causes the bubbles to fly back up is if they linger in the play area too long after being knocked off, the remain meter drops for every shot that does not cause bubbles to fall and replenishes when you make a shot that causes bubbles to fall, and you can shoot the falling bubbles for some extra points.
Nabbles are very stubborn creatures. They don't let boxes stand in their way. They're more than happy to walk all over them, however.