If you're going for the medium badge, put Booster (the healer truck) at the front. It feels counterintuitive to put the healer at most risk, but it tends to heal itself more often than other trucks, making it the best tank in your convoy.
For anyone wondering how long the last badge will take to grind out (given the massive overpadding of levels), it took me 27 ½ hours of play time. Wouldn't recommend unless you're a badge collector or really enjoy the game.
Just figured out why I (and others) aren't getting badges unlocked — Chrome blocks Flash by default, so you'll need to allow Kong to use Flash (icon at the end of the URL bar) in order for Kong to recognise badges being earned. Hope this helps!
"Very soon you will become a history." Always, always hire native English speakers to proofread if English isn't your first language. Also, difficulty curve here is a little crazy. Instead of upgrading towers and ignoring power upgrades like most TD games, you're better off upgrading mines and rockets first here. Hope it helps someone.
As it's not obvious, resetting the game while you have angel investors DOES carry those previous investors over. For example, if you have 200 investors and resetting would give you 300, you'll start over with 500.
Nevermind. Found the fix to having old purchased stats that no longer apply. By default, purchased stats (such as stamina or launch) are set to zero (blue dots on the meter). You need to hit the + beside it, on the Store screen, to apply your already purchased levels of stats. + If you find this useful :)
Might have to clear saved game if you've been playing this before a major update. I'm having the same issue as some other people: High or maxed stats like speed and stamina from the earlier saved game, but the game is acting like they're still level 1 stats.
Oh god, not another GameArk sponsored game. Seriously, I hope they pay you extremely good money, because the simple act of having such a long and obnoxious sponsor intro will make many, many players quit and never play your game (leading to lost revenue).
Epic Boss Mode really needs to be it's own wave... repeating the entirety of wave 30 gets really grindy. Extra karma if you were given a ration of coins at that stage every time you died, as incentive to keep trying it.
For those struggling with the final boss (who can be a bit manic), simply walk slowly into the room hugging the left wall as you enter, move right until you're in front of the second column of background blocks, and start firing gust straight ahead of you. You'll be hitting the boss outside of it's fight triggering range, giving an easy peasy victory.
I like the game — it's a nice concept — but it's far too easy. A column of knights won't let anything pass, and after they've been upgraded a couple of times they won't ever die, while oneshotting almost everything.
The spam clicky "fight" makes me cringe every time. Horrible having to spam the mouse button, and it abuses my ears. Please make that a toggle on/off upgrade.
A few tips, as some things aren't really clear — hopefully these will be implemented as tooltips or something in the final release: You don't have control over the scarab powers, a random one will trigger once you hit enough scarabs with a fireball; the amount needed to trigger a power is reduced via the Powers upgrade. Your fireballs can destroy enemy projectiles. Combos are hitting more than one enemy with the same fireball, and give tons of coins with the Combo upgrade. And you can see whether your Divine Pillar is available or recharging, by looking at the cursor :)
Yea, good tips. I should find some way to let players know of these.