Uh, make it impossible to up to both wind and treadmill speed that goes faster than your (jump) movement. No matter if I ran or jump moved towards the right, I was going faster left. EThe treadmill speed was faster than my running speed and the wind was faster than my jump movement.
It somehow states "lift the box" when I'm in the level with the first clone, but the clone doesn't appear to be able to lift boxes (neither can I, to be honest). It does seem to be the required way to beat the level, and I can't otherwise.
Looks promising .. only I don't like randomness. Why did my builder (my only one!) randomly die of a zombie bite when every mission I did was with 0% danger?
Timdood, dragons are effective against melee units. They can be killed much more easily by ranged units, and are completely worthless against towers. That doesn't mean you can't win battles against ranged units or a single tower, but you'll take a lot more damage that way.
Spawn7666, dragons are extremely bad against towers. They rock against units, but deal almost no damage at all to towers. If you use lots of footmen and archers, they'll have a very good chance to take out most of their units AND the towers.
Oh, come on. Just make the breakable walls visible. It's not like the "secret" areas are a surprise to anyone. This is ridiculous. Wasted 10 dynamites on all possible blocks around a secret area, and none of them broke. Also wasted double that amount because apparently when I aim up my dynamite should fall down for some reason.
Remake the tutorial on day 3. It's telling you to build flamethrowers, but that's obviously not the right solution. Covering the entire field with flamethrowers does not help against hunters at all.
Maybe state what you get when you choose the first few options in the game? Generally, it does seem clear you're steering in one path, but I'd like to know the specifics. Great game, by the way, and high depth.
This game has the same problem as Cargo Bridge, namely that it tries to incorporate physics, but that is exactly the reason why we escaped real life. To get rid of physics and play something that doesn't work against us. Don't get me wrong, I think the idea is fine. The problem is simply that it's very unforgiving. For example, I have two boxes on my trolley, and I ride it in the middle of the area where it should unload. But instead of picking both boxes up, it picks up my entire trolley and then drops all of it on the ground (so you can never get the boxes to be picked up again). That shouldn't happen.
Jumping is too sensitive. And to have to jump into nothingness hoping there isn't a spike in your way is a bit silly. The spirit of the game is all right, but pretty soon it starts relying more on luck than on anything.
The controls are very sensitive. Holding one side for too long would rocket launch it to the other side of the screen, naturally bumping me in a greater blob.
I'm seriously wondering why there are a lot of lagspikes in a twitchy pixel-perfect reflex game (doesn't happen in other game). It rather messes up many levels. It seems like an all right game, even though it's not my type.
Hmm. "Difficulty" shouldn't lie in just about or just about not making a trek that takes a long amount of time. That just makes it frustrating. Yes, I'm talking about climbing back up.