14 doesn't rely on glitching, it relies on timing. Lick the top of the first bat, so that you have some space to stomp the right lower bat. After that, you have to quickly stomp the rightmost upper bat to get to the skull. Then from there it's easy. Lick the bat to get across the screen, go eat that dude.
STOP COMPLAINING. All these comments just to whine that 14 is annoying. I just ran through the game again to see what the big deal was. It's a puzzle game and it has challenging spots. Adversity is not the end of the world.
The auto purchase feature is very nice! I kinda like the meta-gaming aspect of the idle level's bonus. I wonder if there's more you can do to further that concept. I like the level structure for an idle game, it's interesting. If you can make progress less linear it might feel like we have a bit more agency. Thanks for the game.
I still can't figure out the 1st two CG boxes. I've tried what Jynx980 said and that the dev said were correct. ([soil, pond water, blue fruit ending 2] [earthworms, fish from pond, honey ending) The first one was a CG I already had, the second one doesn't make sense because I needed the earthworms to get the fish, unless I'm missing something.
I'd just LOVE the ability to skip to the end of the dialogue instead of letting it animate in every time. Not skip past it, just get past the animation.
It would be really nice if you could disable auto-ascend for your multiplier dice, since it doesn't seem like their production ascends. There's no point in ascending them except for cards, but it'd be nice to have the option to switch.
Thought I had it all pretty well figured out, but suddenly it seems like my Card Progression has slowed down considerably. I'm doing quick runs to convert cards to golden, and suddenly ascending 5 cards only gets me like 5 cards...it used to get me 15. What gives?
Love the game, love the concept. Some polish is needed in the future with deaths. Sometimes if I reset too quickly after getting burned, the death won't register until after the level has reset, resulting in several resets per death.
Thanks! I've just released Light The Way 2, although I guess I just realized that if you die a bit too quickly still it takes a second for the death to register. Awkward....
Yes, there is a wall at 1500 meters. It takes like an hour of grinding to get past. Maximize your non-health stats. Get a lot of regen to minimize time between runs.
It's a challenge, not the end of the world. Kids these days.
This is a cool game, and I enjoy the mechanics. I had to say that the levels where you combine the Gridlock-style mechanic with the main game mechanic are brilliant! I love that we have to figure out a) the combination that works and then b) how to get there. Pretty cool.
No idea why KmobKiller's comment was so downvoted, but the instructions are wrong like they said. The tutorial shows the hand dragging the white shapes. I thought the game was broken until I read their comment.
If your mouse tracking speed is high, 6 is undoable. I had to turn it all the way down to complete it. 17 is similarly an issue of desktop space for me.
I love BonteGames, but you've really come a long way since 2010. Much more polished nowadays.
I think this is a worthwhile sequel to Reactor Idle. I haven't hit the pay-walled stuff, and like anybody who plays free games am dismayed by the for-pay stuff. But I understand that you deserve to make money as well!
The power-selling balance seems off. Most of my map is selling units. I think the waste heat mechanic is interesting. The staff management is odious, and having to shut down the reactor each time you make staff changes is annoying.
That's it for now. I hope you keep tweaking it as you move forward, I was excited to see this in my feed!
You are correct. I've added tooltips, fixed bugs etc but I cannot update the game and Kong support is not replying at all.