Got to Herobrine again, and his "lightning" sound effect still glitches the game. I was hurting him till that occurred (presumably it lagged sense it did not occur when he appeared) and then the none of the towers or traps acknowledged that he was still there (they did not shoot or impede his progress).
Three bugs I've noticed: the fireball one, a mob somehow glitching into the walls, and when I summoned wave 50 early (not knowing that it was a special wave) the slimes that were already on the path became invincible and I could not stop them from killing me. Good idea/fairly well executed, but needs some work. 3/5
I was not expecting a randomized boss-rush as the final boss. In fact, it did not feel like a "ultimate" boss (especially with the "reinforcements"). I would not mind one more boss that unlocks after you manage to have no deaths on every level. Of course, this boss would be designed to the player's ass, not just offer a hard challenge. Maybe just have Game Over (lvl 19) with no slow (I consider slow to be a bit overpowered).
Not sure why people are complaining about the overall difficulty. (The one I had the hardest time getting no deaths on was level 7.) Sure, you will die a number of times, but as long as you utilize the slow ability, you should be able to dodge until the pattern gets easier (most have significant "rest" measures in the middle) or you figure out how to attack with the pattern. Also, make sure you fully charge before attacking and use up the entire charge at once even if you miss a few shots. Those latter shots do WAY more damage than the first ones.
Died the most on lvl 22. Please don't make levels where you have to accurately jump onto moving blocks that you just placed or "freeze" the moving blocks where they are initially placed for a fraction of a second. It is hard enough to do that sort of "contrary movement across an instant death pit" even without the added difficulty of placing the platforms yourself. Most of the times I died, it was from placing a moving block "just under" me, but then it had (surprise, surprise) moved by the time I got there.
I like the mechanics, but in this case I think "less is more" when it comes to the number of levels. Even with the various types of blocks, you end up doing the same moves over and over (because of the limitations of the basic movement of the block) and it can get old fairly fast.
Basic strategy: save up 500g for the ticket (spending 0g at least the first two days) and make sure you use the beginning elixir before buying the ticket. Save 500g from when you use the ticket and repeat. If you don't get a ticket by about day 4, you are probably not getting past day 7. My best run occurred when I was able to get a ticket early and then buy three wep upgrades in a row for the same price.
Got gold on every level except lvl 9. As far as I can tell, I do everything correctly, but the cat gets stuck between the boxes at the end instead of falling between them.
Completed on day 30 w/ full upgrades. For people having trouble even with all upgrades 1) don't keep pushing up while in the air 2) save your boost for going through the first big stack of boxes, going up steep hills (so you maintain your speed), and jumping over the big guys.
Note to new bug-report shouts: READ THE PREVIOUS SHOUTS. It is likely that the bug has already been reported. Also, here is the explanation for the ability points issue from Strawhatt: "If you want to buy an ablity, a screen appears asking you: “ARE YOU SURE”. Press NO, and repeat this several times. Then, finally press YES. Now you have bought this skill several times, and you got -(negetive) ability points."
I just keep finding bugs/realizing that things are bugged. I "started" with the first of the mage abilities (which is +20 bonus int) and yet only have 10 extra int. Along with that, the first berserker ability (+20 str) gave me +40 str. SOMETHING IS WRONG HERE.
Got a bug and a balance issue. The Bug: I get through the tutorial. I chose D training. I practice it twice then do the actual training once. This took three weeks, not the one I was expecting it to take. The balance issue: I proceed to enter the spring cup for the 4th week. I end up using the magic monster at level 1-2 to win the spring cup doing 9 or 10 normal damage (12 or 14 crit) at a time because it dodged 9/10 times.
4/5 Nice use of Unity. Managed to get "+" on 1-2,3,10 and 2-1,3,8,9,11,17,20 to get the hard badge. I found getting 3 stars on 2-14 to be harder than most of the "+" stars I got <;
A much better fit for the music game contest, but is hurt by the 48hr time limit for production. I like the connection between the power-ups and the music, the way you "unlock" new areas, and having the colors indicate what the power-ups are. What I would do to improve it is start out with a couple power-ups right next to you (it is awfully quiet at the start), drop the green/healing power-ups (they take away the little challenge the game has), have the power-ups leave a light marker behind or more of the scattered pillars (gives at least some sort of marker to the "map"), more power-ups (and fewer dead-ends w/out power-ups), and turn the yellow power-up into a hot/cold radar for finding other power-ups you missed (I would like to know if I found them all). I would not mind playing a longer sequel if at least some of these issues are addressed.
one thing that would improve it: there is no way to see the total bombs used/coins gotten per level on the "level selection." If you miss one coin and don't remember where, you have to go back and do all the levels to make sure you got them.