Guide to Badges: With a little grinding every one of the 15 levels can be beat by hitting 'd'. To get around the 'auto pause' you can change browser tabs and do other things while the game completes. My setup was get lilith, then popo with 1st and 2nd unit unlocked for both. All items can be upgraded but only upgrade weapons. Attack is all you care about. If you dont win a level or it takes longer than 1-2 minutes go back and replay levels 1-5 to get your heroes more xp. I ended at my heroes at level 15.
This is basically an on rails pay game. One of the worst badged games on kong. Most other freemium games at least have some strategy or control over character development, sadly this one does not.
The game is good, but what makes the 100% badge impossible is the bad controls not the overall difficulty of the game.
"UP" is used for too many things, and the game has a hard time determining which to do (jump again? float? run up a wall?). The screen "speed ups" duration should be shorter. Lastly hitting "forward" into a wall makes you character go into a 'push' animation that 99% of the time you don't want him to do. That could have easily been left out.
I see your point regarding multitask Up key and scrolling speed slow increase. Regarding "Push" animation, it really does nothing to you => you can still, jump, slide, attack, etc.
Finished the 1st playthrough and decided to use a fresh game as the second (not the "continue your adventure" NG+). All of the monsters in the fresh new game are leveled to the new game+ level (>30). Kinda makes the game hard when you are level 1 and they hit for over 10k.
I’ve generally liked all your past games. Tried to like this game, but the issues that plague this game are too severe. Golf is a game about skill and precision, this has neither. Your physics engine (that works for other games) fails here. As an example I’ve seen my ball bounce backwards on a small hill (~3 deg grade). Absolutely need to be able to change clubs, need multiple irons/some short range clubs, and more shot power options other than just 90-110%. Getting screwed over because of poor bouncing with horrendously overpowered/underpowered shots hurts this game a lot.
in order to get credit for the achievements you need to refresh the page, then log into your character. They should both pop (provided you finished them)
This is a really nice looking game. Graphics are amazing, game play and battles are good. Ill still play this as a social media mmo, but if you guys took the graphic and most of the code and made a single player RPG (doesnt need to be too long) you could easily be winning prizes here or selling your game online. Your game is not bad by any means, but its potential seems like its restricted by its current genre format.
Neat idea with HP being cards in deck. The CCG aspects of the game are fun and enjoyable. That being said the absolute highest I can rate this game is a 2/5... What strengths it does have are completely overshadowed two of the most often made mistakes in 'pay to play' games. 1)Pricing: this is a flash game, Expect a person to spend ~20 if and ONLY if that gets them ALOT of things, not just 2 items. PRICE is inversely proportional to AMOUNT SOLD. higher price doesnt equal more revenue. 2) Overused and Unbalanced energy system ($1 for a refill. LOL). The game seems to have alot to do (many quests and multiple difficulties), but I cant do any of these because i am still in the first (normal) quest at level 24. 45 energy for a <1/8 of a fight is ridiculous. Why do you expect a game that you get to play for 5-10 minutes every 4-5 hours to be acceptable? If these two things were addressed this has alot of potential to be a very good game.
Fire rate seems to be really buggy if you use teleport along with battle standards... Starting rate w/o towers 13, built a battle standard... 8 (-4), teleport away then back to same location... 17 (-4). This is not just a display issue, the unit attacks slower in game. Using fury sometimes corrects this and sometimes makes me get fire rates above 20 when the duration is over.
"closest" targeting doesn't target the unit closest to the end.
Example.....Try playing the level "hidden path" and watch units that come from the top and go strait down when they hit the 'box' shaped path (a shorter path to the end) leak while your towers attack the ones that turn left.
polymorphed units leak way to easily... reduce the sheep move speed, so random sheep in groups don't just run though all your defense or allow melee units to attack them with non ranged attacks (sheep can still be moving). Another way to fix this is to have sheep move little then stop for 2-3 seconds then move again, etc..
Really good game. Reminds me of the old tower sim games that I bought as a kid. Thank you so much for make the game people understand how to ride 2+ elevators to get to any location, instead of wanting one to go the whole way.
Bug: If you beat the last level with some levels still unbeaten (that you skipped) it will error and crash the game when you hit 'next level' instead of returning to the level menu
Just beat the void guy and have a couple of suggestions: 1) Have some kind of town portal skill/item or at least allow for 1-way travel back to town. 2) Skill tooltips should have some kind of 'does weapon damage + x' or similar so when selecting skills we know what to expect. All in all a great game and one of the top flash ones i've seen in a while.
I see your point regarding multitask Up key and scrolling speed slow increase. Regarding "Push" animation, it really does nothing to you => you can still, jump, slide, attack, etc.