Everyone here's complaining about level 13, but I found level 10 to be more frustrating. 13 Gives you plenty of Boxmen so you have leeway to make a few errors; meanwhile with 10 if you let up even a tiny bit you won't be fast enough.
Note: you can run into zombies to possess them just like regular humans. It took me to level 15 before I realized it, and the game was a lot harder because of it.
While at first the game is a decent RPG, upon entering the second area there is an absurd difficulty spike. The knight enemies you encounter are you you the instant you enter, and between their long reach and heavy numbers, they gang up and kill you in a second. There is no way to win unless you want to spend an hour grinding earlier levels, which is simply unacceptable. Dear creator, if you read this, take a hint and make sure to test your game before blindly releasing it. I'm just glad this game doesn't have badges so I'm not pressured to complete it.
To the Developers: why is it we can only move one trait onto a new monster when our old one is consumed? I think it would be a good idea to allow for multiple traits to be added on, at a cost of gems depending on how many extra traits you intend to add. Right now, it's just so frustrating to ready a new tank. Being able to put all the defensive traits from your old tank directly on would help the flow of the game, and make it more enjoyable overall.
This game was brilliant! Great music, tight controls, intriguing concepts, and I loved how you made boss fights more like "Super Meat Boy", to centralize the platformer idea. This version was definitely longer and harder than the first installment, but you did a great job of showing new components to allow us to figure them out before forcing us to deal with them. At no point did I think a death was anyone's fault besides my own. Eagerly awaiting the third game, but make sure to take your time so it's just as good or even better than this one.
Toodee is definitely a little fast and heavy for my liking, but I like that after switching, he loses all his momentum, so you can just have Topdee stick a box directly under him to safely and easily platform around.
Oh, thanks game. I would have had no idea that my shields were low had you not put SHIELDS LOW on top of the screen. Sure, my ship blew up, which I guess is a decent hint, but no, text is the way to go here.
Great game here, but come on, devs! You can't shoot, or even absorb, when you're recovering from a hit? What's the point of invincibility frames if you can't do anything during them?
I'm sorry, but if you make a bullet hell game, and have LAG in the controls, that's an automatic 1/5. I couldn't even beat the first level, because my character wouldn't get out of the way, because he moved a straight second after I pressed the button.
I want to know who wanted that little guy so badly that they not only put him in a cage, but placed tons of Rocket launchers on the way to the exit that have unlimited ammo, as well as potentially guided missiles, or ones that frag. I mean, he does get the ability to teleport when he touches gemstones, but still.
After reading today's comments, I have a theory as to why these games keep getting BOTDs. I believe that Kong loves to read all of the artful insults this game gets, so every time they feel like a laugh, they just put one of these for BOTD and wait.
Why can't there be an upgrade to improve zombies's decisiveness. Often, my zombies spend their entire lifespan chasing someone, then changing their mind and going for somebody else, infecting a grand total of nobody.
The controls do not have lag, it's your computer.