Dunno if anyone's trying this WITHOUT unlimited darts, but for level 20 (Sniper), here's how I aimed my four: #1: aim at the center of the highest bloon above the word "POPPED" at the bottom, and hold down until arrowhead just clears the top of the high balloon above "0" and kill the top two; #2: aim just in front of center of the remaining bloon above POPPED and click to pop it and the lowest bloon; #3 aim at center of bloon just right of your monkey, hold until arrowhead clears the back of that bloon to take out the top three remaining; #4 easiest one, click at last bloon. Hope this helps.
This is the second game from SilenGames I've played, and both are 5/5. This author has a real knack for pacing and atmosphere. The art is the right level of cartoony, the features are big, and the colors are bold. The music fits it, as does the story - as in, it's as simple as the colors. Break gifts! Protect mushrooms! Short, sweet.
For Open Range on Hardened, I suggest not deploying tanks at all, unless you managed to get reduce RP costs for units by then - you'll never catch up. Instead, use assault and bazooka to grind down tanks, and don't be stingy with the grenades (you did get grenades, right?). Keep bazookas behind assaults and keep trying, and you should flank him to death.
I rated this 4/5 for a while, convincing myself to go to 5/5... and ended up going to 3/5 instead because of all the chain break announcements. They break the flow of the game, every few seconds, and are TREMENDOUSLY annoying as a result.
This was an easy 5/5 from me; I usually give 4s and 3s. It could make a GREAT party game; fire it up, sit your best typist down, rotate people aiming the cannon, everyone else brainstorms words. Suggestions for authors: imposing upkeep for words in storage (extra for specials) and bonuses for variety could temper the strategy of putting 3-4 high-damage letters in the boiler and nothing else. And of course, there seems to be interest in other languages. :)
A few tips // The demon talent that zaps your gems back to start does not count for getting Brilliant (enemies must NEVER touch your gems) // There seems to be no level cap; misplaced skill points are annoying but not game-killing // tower XP gain is based on number of attacks, not damage, so delay upgrades as long as you can to let inner towers attack too // tower XP gain happens when the tower attacks, not when the attack lands (so missed assassins and overkill still award XP - I think) // The orcs' extra gem talent is worth an extra 110 XP per level // Generally, orc skills = gold, undead skills = mana, demon skills = tower xp. Hope this helps.
My personal solution to 14: max out as much gold/xp-getting skills as possible (I was level 33 when I got it), and cut down every tree as soon as you can afford the mana (save enough for a meteor in case a ninja gets close to your gems). Surround both entries with fear crypts (NW) or crit dens (SE), all level 7 (my dens were only 6, but I think I could have done better). The idea is to rely on a fear or a crit to spoil the ninja champ's run, both very likely on maxed towers (freeze is only 25%). 5x400 meteors are still necessary. 600 max mana would have guaranteed a win so long as your aim is decent - just a suggestion. Hope this helps.
One thing I'm not sure whether I like this is ability to shove pieces aside when placing new ones, even to the point of being able to put flat pieces under entire stacks. It feels like cheating; OTOH, it did lead to some novel solutions. I will say that the D-17 walkthrough first piece placement was utter hokum (not to mention unnecessary).
I'm not sure what people mean when they say this game has no friction. For example, I wouldn't have gotten D-19 (with 9 gems!) if not for the fact that pieces will only slowly slide down 45-degree inclines, and will stop if they are flat on anything with less slope. There is friction; just don't rely on round pieces to sit still on anything flat, and you'll find solutions anyway. Don't give up!
Just FYI, the walkthrough, while good and useful, is not optimal - it shows how to beat the level, but you can often balance more red diamonds than it does. For Pack D levels 12 and 13, for example, I was able to get a perfect 9.
So many possibilities for Med School 2: better graphics on the patients, including possibly seeing the symptoms present; sound effects on things like heart murmurs; being held liable for misdiagnosis (eek!); diagnosing multiple ailments on a single patient; patients that describe problems as other things, or misreport (sweating, for example).
Despite the average graphics and interface, I ended up giving this one of my few 5/5s. Of all the flash games I've played here, this so far is the one I'd like other people to play the most.
The ability to pause at will, and destroy and rebuild blocks, both without penalty, makes this game rather easy. My road to 26 gold started with a frost block at the very front, then a booster+pierce tower 2 spaces behind it. That's my "killing field" - Dad stands on the frost block and I could nearly go afk. If eyes are up, replace the booster with a detector. As you get more souls, put a freeze+gas+pierce block 2 behind that, and at the very back, booster+2pierce+cannon with maybe another freeze right in front of it. The result is a ramp of towers with trenches alternated. If I follow the boss with Dad, it gets a toy and maybe climbs back up the back tower before dying, even on survival. All in all, enjoyable little towerDef game.