What really makes me tear my hair out is the fact that the loot is always bouncing away from me, and to get at it, I have to chase after it, where another mob of mooks is ready to fire away. The time to collect my reward is always postponed to kill some more enemies, increasing the amount of uncollected loot which has to wait while I kill more enemies, etc. It gets so bad that I'm actually glad I don't have anything to shoot at anymore for a while. Frankly, the sheer number of enemies packed together in such a small space, with no breaks in between, makes gameplay become tedious quickly. It would be much better if the levels were stretched out and waves of enemies could be separated by empty or mostly empty areas. The space between enemy lines could then give you a chance to collect your loot, and give you some designated time to cool down, before you go right back to the action.
Oh, and guys, unfortunately, level 6 is not what you should be worried about. Level 8 has more of the pixel perfect spike jumps, and Level 7 requires you to jump over pits on blocks that break in a second.
Oh, and guys, unfortunately, level 6 is not what you should be worried about. Level 8 has more of the pixel perfect spike jumps, and Level 8 requires you to jump over pits on blocks that break in a second.
It was fine for 5 levels, then you started pumping it up the ass with as many spikes as you could and super hard jumps. Seriously, that is one of the worst difficulty spikes I have ever encountered in any game.
At least it gives some justification for why you can't just block off the path (stops bloodflow), which is more than I can say for other games of this type.
And now I just died because in my next run, I was down to one health, there were two enemies below, so I figured it'd be safest to wait until both enemies were in the same spot so I could jump them both at once. Neither were spiked, so I knew they'd be safe to attack. But apparently, even though I literally jumped on both at the same time, I only killed one and got killed by the other for touching it. This game is really starting to irritate me.
I used the Thief's escape ability. I ended up teleporting right on an enemy, lost my Thief, and the spot I was in was surrounded by 3 walls and a chest, with the chest acting as a fourth wall. Needless to say, I was not amused. In fact, I find it really annoying that the thief's ability will teleport you onto enemies and spikes, especially since you can't choose where you want to go.
"The creeps that split and go through your towers is NOT a glitch or bug. It was designed that way and it is a challenge you must face."
Yeah, you can say that all you like, but I'm convinced there's no truth to that. You're passing it off as a feature because fixing it would require completely dismantling the code or something.
My opinion on the art which appears on the front page: It doesn't really convey the omniscient, overbearing presence of Dark You. He just looks like he's standing off to one side, slightly annoyed, not scheming or deceptive as he is here.
Captain Mexico: In Greed, you fall automatically, and you hold/tap "up" to stay afloat, but not too high, or you'll crash into the ceiling. Also, you have to avoid all the fake powerups, because they will kill you.
The interface is a bit cumbersome. Can't you just put info buttons over each card so you can look at one card at a time, rather than having to go to a separate menu, click on a card, exit from the card, and exit the menu?
Actually, I don't like how it halves your score every time you die. If you lose your first two lives right away and then go a long time without crashing, you'll usually get a really high score, but if you don't die for several minutes, and then slip up three times in succession, suddenly your score sucks. Please change that.
I couldn't figure out the first code without a walkthrough, because the "8" in the painting doesn't look like an 8, and the numbers in the computer files looked like ratios of some kind.