Okay, here's a guide to winning this game: The AI has a range. Find it. Exploit it. I've shot dead several computers who either had the reaction time of a drunken tortoise or didn't know I was there.
Secondly: I've found there's no "one shot" training method. Each class trains differently.
Assassin: Once you've beaten all the challenges, just grind the final bosses. If you haven't completed challenges, CTF, 15, 4 enemies, you and an ally on Foundry, snipe from the upper deck. Set to an appropriate difficulty.
Tank: Free-for-alls on Train or Cove should do it; use the Airstrike KS so you can rack up kills after you get enough of them.
Medic: Final boss grind works (use Dragon) or just grind the ninjas (one of the challenges). If not, all medic Team Deathmatch on whatever map.
Soldier: Deathmatch all the way. Again, use a map where the Airstrike works, and use Airstrike. Similar to the tank strategy, only abuse the range your weapons have.
I think that this game is good. Great music, I like the multiple areas and ducks, and the better incorporation of money. However, one thing I'm dissappointed to see gone is the individual training games. I don't want to have to do the same 3 minigames in order; I'd rather do the one amoung the three that I prefer. I'm fine with having 3 minigames; I just would like to pick (i.e. only part 2 of a training).
Sorry, everyone... I contacted the creator... and... I doubt that he's going to update this. - this if you want, but it's time to face the facts: Quick Fingers has gone on to other things.
Great game. Could be improved, though. Here are some ideas: Make dyes buyable with Fame, and also, make them "saved" for each character (so we can switch colors without buying them again). Another thing: make more things buyable with Fame. No one wants to spend money on almost everything in this game. Maybe a few things can be bought with only Gold (pets, for example) but try to sell useables (keys, dyes, and potions) with both Gold and Fame. Maybe have a 1:10 Gold-Fame exchange rate (so a dye or pattern costing 20 gold could also be bought with 200 fame).
Firstly, this is a GREAT game. I enjoyed it thoroughly and thought it was a brilliant and new approach to 3-D pentomino destroying. That said, I also think you should have a bar (like in Tetris) that says the next piece, and also a way to tell what parts will be destroyed (maybe highlight all the parts in the chain?). Also, give the player helpful hints (the random nameless instructor person is hilarious, but not very helpful the second time around).
Lastly, 0_0
Thank you, sir! Those are tetrominoes though, not pentominoes. =) There will be a preview bar coming to your Orbicals in the near futures and a clever contraption called "The Help Overlay" soon-ish as well!
PLEASE tell me how to play this game; it won't load. I'd LIKE to give it a good rating, but I can't play it. A lot of other people seem to have this problem, so could someone please answer me? I'd appreciate it, even if the answer is "you can't play this at all". Rate this up if you'd like an answer, too.
The story is impressive, but only presented at the start of the game. If the story is to be more significant (not saying it needs to be), it has to be implemented in gameplay (i.e. have a map and the levels are locations, and have a reason for capture of a city.).
Yep, that's supposed to happen. Take it easy and focus on the pieces that are stacked too high and you should have no problem clearing lvl3! =)