Well, I was looking forward to what the explosive bullets would do for me... Turns out they're quite effective on everything they hit. Including my base, if/when they rebound back. *That* was definitely a waste of upgrade cash. >.<
As far as brute forcing the final puzzle... There's a clue which tells you the correct placement for the first 6, but the last? Yeah, I brute forced the 7th as well.
Another thing which would be immeasurably handy: a different indicator on the radar, for mission targets. Sure, if they're onscreen, i can tell them apart, but from the sometimes 10+ green or red (depending on kill/protect mission) dots on the radar, determining which is important is a matter of luck. Additionally, as going into and leaving Turbo feels random, it's extremely easy to Turbo away from protect targets, never to see them again.
i rather like it, but i'm finding it annoyingly easy to get stuck, unable to jump high enough to move on with the level. even when i try to leave ledges to climb back up, the flaming mortars usually end up destroying all of them, and i end up stuck anyway.
Pretty convenient that "Time Spent" on levels does not figure into star rating. So, as long as you can clear a loop, you can sit there until your repair bot fixes everything before moving on, without penalty.
A couple of things: First, I'm quite amused by how one unlocks new colors. Next, somewhat in vein with the previous, is there some way to lower honk volume or turn it off? The music is relatively low, sometimes just on the edge of hearing, but the honk will completely drown it out. Lastly, the upgrade pyramid feels backward in a few spots. Specifically, as I prefer to Stay On The Road, I will always choose to upgrade grip before top speed... unless that's not an option as is the case here.
There's something about how reinforcements fill in that I actively dislike. It's probably the part where reinforcements fill in any blanks in the line, instead of pushing forward units which were already there. This interferes with any linebuilding strategy i may have.
Of the skills I've found, "+1 jump" and "Triple Strike" are definitely the most useful. Fire Spell, while neat, doesn't seem that impressive, forever doing 5 dmg. By far the most amusing skill so far, however, is definitely "The Curse of Bomb"
Needs some way to give up, or return to main menu, retry, whatever. There have been a few times already, when I have cleared an corner of the level of all threats, only to find myself out of bombs, and no way out. As there is currently no way to give up, I have to refresh the page, which doesn't even give me the benefits (coins) of having attempted and failed.
So, I was wondering: why is there a firing button? From what i can tell, there's no accuracy check or whatever, so there's no particular reason to ever be not pushing the firing button. So why even have it? Just make it auto-fire.
So much for "9 stages". Every single time I click on the Play button for the 6th stage, it opens a new tab and sends me to the Game Ark site. Every. Single. Time.
The weapon progression seems... odd. Quite a ways after shovels, drills, swords, HUMAN SHIELDS, numerous animals, etc. I finally reach(?) "Bare Hands"...
Well by the time you reach bare hands, you should be at least halfway through the story and you should have become a titan, so your hands are strong. As for the animals, I was out of ideas...
Oh look! Goal for the year is 100, I've got 250, let's buy that sofa, rest up faster. End of year comes: "You don't have enough cash, so you took a loan which will have to be paid back." ...Er, What?? and, how exactly does one pay back said loan, anyway?
What is the point of having a Restart button, if it still counts the deaths on that level? If it's going to just keep incrementing the death counter regardless, then there's no point to restarting the level instead of continuing from save point. Also, remove/rename the Restart button so we know.
There's a perk which has all allies throw grenades. I'm pretty sure i saw the "Kill 10 guys with Granadier's grenades" mission progress with that perk on, even during times when I had no actual Granadiers in the team.
I am amazed by how difficult it can be to pick up fuel. Sure, I may have 5 ranks of magnet upgrade, and the 1st 2 achievements of the Greed and Gather series, but ~75% of the time, fuel will just sit there, even while I'm no more than 3 pixels away. Very frustrating.
thanks for report, we fixed this and uploaded update