SUGGESTION. It would be nice if sheep (or some other animal in the future), truly doubled the effect of a building i.e. doubled the discontent factor, or doubled the mana output. Currently the tooltip on sheep says "double income" so I dropped it on the peasants hoping to double my food income, however, it just doubled the gold income (which is totally useless with peasants of course). OR ..... just label the sheep differently.
BUG. The food (Fd count) part of Staff of the Collecting does not get the Druid multiplier (2x for 10 spiders). It stays at it's original 50*base food rate. This is quite annoying and ultimately just leads to the Staff of the Collecting being just a half value gold.
BUG. Above the TDc range, the numbers are now specified as E45. These numbers don't accumulate properly any more. I've done 8 assimilations, but it will be difficult to progress with this bug in place. p.s. thanks for game, it's an enjoyable time waster.
Hi Abigail, thanks for creating this useful tutorial. However it's time to bite the bullet and update it for Stencyl 3.2. I've been mucking around now for 2 hours with the collisions because they look nothing like Stencyl 1.0. As the only complicated thing in this tutorial is the collision and fade in, then it's worth ensuring this piece is working. Again, a very sincere thanks for all the effort u put in.
Check out my games page (kongregate.com/games/abigayl) to see the updates. Instead of remaking the first series, I made an entire second series (and a completely interactive 3.x tutorial as well).
This game it tight and well presented. However the tab with the information about mutagen, speccing, ascending etc needs to be explained better. You only really find out what's going on after you do it and then it's too late to correct.
Another complaint is the "Select a Cell" text box in the middle of the grid. It blocks some of the colours, which are essential for a good strategy. The box should not obscure the grid.
My major complaint is that some of the grids are unsolvable. It is OK to increase the number of turns by -1 each turn, but there should be some way of solving each grid. Some grids simply can't be solved in the required number. So getting a high score has more to do with luck as to which grids are generated, rather than skill.
@robotboy04. The game play is easy. Always gang up on a single opponent. Get into a three vs one situation and bang an opponent out of the game. So just pick on one of the cats till it#s gone. Cats are the weakest class in my opinion.
For the developers.......just shot a ninja (in Rocklee419 family) with an "Aimed Shot" which according to the description "Never misses". The Ninja was able to deflect it. that seems like a bug. More information about the various classes would be good. Some sort of help or info menu.
Any tips on scoring more points. Realistically, I don't see much chance of getting past level 14 (that's where you only have 19 moves). Yet by then I only have around 8900 points. All the high scores for hte week start at around 10500, so I assume either a) somehow people get thru two more levels b) there is a way to get more points per round c) people are cheating.
Hi Gereffi. Thanks for the comment yesterday. Got to level 98 with a maze I found posted in the forum. It was a three exit maze which was different to the two exit maze I had developed. It gets rid of the creeps quicker. cheers conan
Hi Gereffi,
Thanks for the feedback. I currently start with a 5star squirter near both entrances. That works extremely well at the start. Then I build in a five star basher on the inside of a U-turn.The basher is located in the cross-fire of the two squirters so that the squirters pour death onto the dazed creeps. This works very well and most creeps dont survive too long. For the surviviors (in particular the bosses) I block the paths so that they must go back and forth. This delivers enough money, so that I can buy enough air towers and boosters. Unfortunately the boosters do not boost the freeze power of the freeze guns.I put the air towers around the centre, so that they can get the up-down and the left-right creeps. This is good till level 70. However level 77 is just murder. I usually only kill 2 or 3 of them and then the game is over. The early boss planes are also unkillable. Anyhow, I'll try some variations now that I know 98 is possible.
Thanks. Conan
Nice elegant game. Please fix the high score lists. Clearly level 999999999 is impossible. Also when you finish, a totally bogus high score list appears, that doesn't reflect the high score list you get when you click on the link.
Nice idea, nice programming. Personally I think it's a little easy and it takes too long. A few less lives would be an improvement. It's too easy to swap lives for balloons at the end and just fill in the gaps underneath where no balls can get too.
Check out my games page (kongregate.com/games/abigayl) to see the updates. Instead of remaking the first series, I made an entire second series (and a completely interactive 3.x tutorial as well).