Pressing the right arrow on the last level of any set (so far, both the intro and 6x6 sets) leads to a blank screen, from which the only recourse is to refresh.
In a number of the later levels, such as those with dual goals, and where you start with none of the type needed for the goal (collect balls with rock destroyers, or destroy rocks with normal balls, etc.), there is a strong feeling of finally being in a position to reach the goal... at the end of the 3rd shot whereupon you fail and have to restart.
I would ask why this man is surprised to find Nuclear Waste in his own footlocker locked with his own key, but I suspect I'm better off not knowing the answer to that.
While the game is alright, it doesn't change/fix any of the things i remember being annoying in Gem Grab. Did you simply re-release that? The onscreen text, as well as many of the puzzles, were extremely familiar, despite having not played Gem Grab since shortly after it came out.
I am forever forgetting that I move before the guards do, instead of at the same time. Therefore, it is not only the cardinal directions from where they WILL BE after they move, but also the cardinal directions from where they ARE that is dangerous.
Well, I'm swearing off Dungeons over 4 skulls. Went into a 5 skull with a full, mid-high level party, 18+dmg weapons for everyone, 200 pots and 20 mana. Used my last 10 mana and over 100 pots on the boss and still lost. It's a horrible sign when your guys with 20% armor ignore still do a mere 1 damage with 40 absorbed by armor...
Suffers from a few problems, mostly of the Unfair Competition variety: (in order of least to most annoying) 1. While I get bumped by the random cars on the road, I'm sure I've seen competitor cars drive straight through, unimpeded. 2. Especially noticeable on later tracks, competitor cars may be slightly slowed down by cornering through the obstacles on the side of the road... Whereas I would (and do) explode trying the same trick and reset upon the road to start from zero speed. 3. Passing a competitor, most noticeable in the top 3 slots, particularly 1st, leads to inexplicable bursts of speed by the passed competitor. [I think of it as the Mario Kart problem, where passing (and staying) in 1st would cause the lead NPC to hit instant, continual Star status... until they passed you again, whereupon they would immediately slow way down (to their normal top speed) again.]
My main issue with this game (and it may just be my comp/browser), is that after every single action, there is a pause of about a second, be it moving/placing a mirror, rotating a mirror, or even the end of a level. This makes the game unnecessarily tedious, and discourages me from trying different placements to find a solution.
Two things: 1. The momentum added to every action greatly adds unnecessary difficulty to everything, no matter how simple (it should be). 2. For a game controlled almost entirely by keyboard, having Instructions that consist only of "Mouse" is... *incomplete*, at best. If not outright *wrong*.
My only real complaint is that one of the listed gameplay elements, the "wireless power transmitters" is not actually in any of the included 30 levels. If you want to mention it within the game advertisement of your full version, fine, but it shouldn't be listed in the description of this version on Kong, as it's not present.
Imagine the fun of having eked it out to the end, when the game first came out... and then discovering that it wasn't one of those games to just give you badges whenever they arrive. No, you have to start from... scratch...
I've been trying to find a distinct difference between this and Galaxy Online 2, but besides the (obvious!) re-skin... there's not much. All I've come up with is half quantity of resource buildings, and no landscape buildings nor "planetary weapon type".
Ok: it is my firm opinion that the skeleton summoners are massively overpowered. Even with the full party at max weapon power, they take an incredibly long time to die. Ray's Burn + 1-2 Super Powers (Josh/Erica) are not enough. Then you add in the frequent summons and even more frequent wide spread shots... 1 on the screen is bad enough, 2 is just barely manageable. 3 and you have to hope you kill one quickly. 4+ and the party just dies. 20second revival is not fast enough in that case.
Stitched together screenshots of everywhere I managed to get to in the game. Still missing 10 blocks, and didn't bother with the sidescroller part at the very top. Won't solve the puzzles for you, but should keep people from being so abysmally lost all the time: http://i45.tinypic.com/fus2yw.jpg
Thanks for your detailed information about the bug, its really helpful !! The bug now has already fixed :)