two things I don't like towards the end game.
1. Auto-switch of missiles every time you collect one. If we have a missile selected and we pick one up, don't switch. It's dumb. In a boss fight when I'm using boss killers, I don't want to switch back to normal missiles just because I picked one up.
2. bonuses are too chaotic. When your bonuses last forever, going through a level feels like the lottery. Good weapon, bad weapon, good weapon, bad weapon. If we collect bonuses, either tier them so that the highest always stays active over the rest, or allow us to switch. I shouldn't be punished for touching a bad bonus weapon.
two things I don't like towards the end game.
1. Auto-switch of missiles every time you collect one. If we have a missile selected and we pick one up, don't switch. It's dumb. In a boss fight when I'm using boss killers, I don't want to switch back to normal missiles just because I picked one up.
2. bonuses are too chaotic. When your bonuses last forever, going through a level feels like the lottery. Good weapon, bad weapon, good weapon, bad weapon. If we collect bonuses, either tier them so that the highest always stays active over the rest, or allow us to switch. I shouldn't be punished for touching a bad bonus weapon.
still stuck on 44 meters. building free standing "ramps" on each side. Right side I built up and it is stable. I start building on the left side and the minute I get it stable, then all the sudden the right side starts falling. Keep in mind, these two sides do not touch. If a bridge stands on one run, it should not fall the next run because you add pieces in a completely different area.
The game has 40 levels, all different.
FEATURES:
- 30 addictive levels.
Make up your mind. which is it? Literally, there's only 30 levels on kongregate. if you click next on level 30, it passes you to a different site.
Needs to fix clicking. in a big battle with lots of units on the screen it's very hard to click a destination for a group. it just sits there with that hand icon as if you never told it where to go.
oh one more thing. I don't like games where the computer cheats (floods out units faster than the player can) just to increase difficulty instead of actually taking the time to program in an AI for the computer. Lazy.
clicking to move units is buggy. you sometimes have to click 3 or 4 times just to get it to register. otherwise decent game. not nearly as good as the prequels.
what is the longest bridge anyone has made? I'm stuck on 44 meters.... it seems no matter what kind of bridge I build, the weight is always too much for the joints to support it.
@poppy785 mhvaughn is completely right. He IS using the actual bridge, but this game calculates it's collision control wrong, so a falling chest WILL go through a fully solid bridge piece at times. My guess is that it's not raycasting it's collision, just checking bounding boxes each frame. The chests fall fast enough that it can move through the bridge piece in between frames and never hit a collision zone.
tips for getting a big score.... use the walls to your advantage. you can form a triangle from an attach point, down along the side of the wall, then out to your bridge. this forms a lever that presses against the wall as the bridge presses down. Imagine the breaks on an elevator and you've got it. Alot of the early levels can be finished using very little pieces and this method.
patrick, also I found that if you let the mobs cycle too long, they start taking off WAY more mana then they are supposed to.... I'm thinking lag maybe, or maybe each time they cycle, their banish costs go up. not sure.
traps do NOT remove splash from red gems. It just takes alot higher splash to show up. get to the higher level red gems and you will see it's effect. it's effect is basically "hits up to 5/6 enemies per shot"
for red/yello, killing potential maybe... but max score? not a chance. for score purposes, orange/red is good for me... I might try the red/orange/lime combo later though. it sounds cool.
ok, two ways to go about this. If you would rather do all combines from level one, make 8 lvl 1 red gems and 8 lvl 1 orange gems. combine the 8 red gems with the 8 orange gems to make 8 lvl 2 orange-red gems. combine those to make 4 lvl 3 dual gems. combine those to make 2 lvl 4 dual gems. combine those to make 1 lvl 5 dual gem. At this point the splash should show up in a trap. Alternately, you could just combine a lvl 4 red gem and a lvl 4 orange gem to get the same effect. or even combining a lvl 5 orange gem with a bunch of lvl 1 red gems. either way once you get your lvl 5 gem, just keep merging lvl 1 orange and red gems until all the stats max out. The only two stats that don't ever max (as far as I've seen) is min and max damage. All other stats have a max for each level gem. The key to this whole thing is speed. keep pumping lvl 1 gems into your lvl 5 dual until speed gets maxed, and then it will fire like crazy.
I just listed them. one note about my strategy, you WILL lag. I've had upwards of 300-400 mobs on the screen, and it slows down alot. I suggest setting your quality way down if you try this. oh, and be careful with your mana, as a surge of enemies can make it go down temporarily, so when you get the cycle going, never use your mana down to empty, or even close to empty. I've died many times because of this. I'm trying to see what the highest score I can get on a level is.
I'm currently testing to see if I can get higher than 6 mobs per hit. Here's what my skills look like.
Maxed:
red, orange, all stat bonuses, dual gem, replenish, forge, enhanced pool, focus, flexible pool, armor, readiness, and I just maxed out trap specials to see if I can get higher. Still haven't beat the game yet, and I'm already level 112.