Greate game(s)! I hope my children will enjoy it!
1. On level 8 (with $ bag) you can run away to the left. (Bug.)
2. Aiming in whack-a-mole could be better. (It's hard to do it good though [from development POV]).
3. I hope it's playable by small children: seems to be a little harder to control than some of the previous games. Also, whack-a-mole has a great twist, but it is hard for small children to admire it: game is too fast at that point.
(I did not finish the game yet.)
Grinding for money on low levels: high difficulty levels do not give enough money, kills and money are faster on low levels. (Did not measure, played mindlessly.)
Some ?obvious? tips for the hard badge: 1. Get to level 40 (complete quests). 2. Get money for upgrades on survival, better with double coins. 3. To try for a long run, get "all powerups" from completing some challenge again. 4. Last two weapons let you get hit more often! 5. Try flying above with infinite jumps when it gets too messy, dive for health even taking risk, other things --- only if they are easy to reach. 6. With many upgrades it becomes not too hard: last challenge becomes harder than 20k run. 7. Don't be afraid when 100000 coins are displayed as 10000:)
I wrote it mostly to assure you that it's not really hard. When you complete all chalenges and episodes, you are probably ~almost~ ready for hard badge: a couple of tries (with double coins) and you will get enough upgrades and run 20k even without resurrection.
Good intentions! Of course, you have to be able to blend your views with creators' ideology and try not to be too strict: then you'll learn something probably.
For example: "Your conversation with A demonstrated, that X is wrong,"--- it's inaccurate, that conversation demonstrated only that A could not prove X to me.
Regarding badges: getting the hard badge is difficult at least because it requires you to be accepted by a guild. Creating guild costs some "almost real" money you'd rather spend on inventory space or something.
Great game!
Autosaving quest progress (for long quests like "gather scatterd crates, bring them to scattered persons") would be nice, to avoid starting from scratch.
I do not agree with level 1 weapons price being to high: the problem is hardcore grinding to get enough brass for level 2 weapon! (I did not do it.)
I'd pay for some permanent premium content, and 10$ is enough for one level 2 and one level 3 weapon, but the weapons do not seem to be really useful for level 30 character and the game is dying...
I did not notice any lag. But shooting priorities are beyond my comprehension: why shoot at money and train, when I want to shoot at those guys who shoot at me?
1. Grinding, repetitive. All the game I played (up to level 15, at least I changed class), grinding one room dungeon "don't bully me" seemed to be more profitable (gold and exp, but not hero points).
2. And for some reason quality drops to "low" each battle or something.
3. I am disappointed, because it looked promising at first glance.
Nice graphics, bad gold grinding.
Also, keeping some kind of balance between colors would be good too: you are kind of stuck if you have, say, only few key/yellow gem tiles (we are supposed to get more key tiles if we match yellow gems, don't we?), when you need to open hard chest.
"Move tile across the whole board" twist does not seem to require much thinking, so generally the game is boring.
Encountered "can't move tiles" glitch on using item.
Pugin crashes on Firefox sometimes: autosave almost rules, except when you spend tons of AP for a long time.
Works slow on Opera.
Lack of mini-games (unlike third part) is somewhat disappointing.
I'm going to spend money on premium content though, after badges appear (won't replay before badges). Oh, and there is no "pervert" effect on "Get premium content" screen.
With "protip" for hard badge (save upgrade points for later temples) the game is ok.
Got (0,4,4)-(2,2,1)-(1,1,1)-(2,2,1) upgrades, completed all difficulty levels on all levels only in the first temple. Was not frustrating at all. (The "protip" was addressed only after the first temple.)
Finally got impossible badge: unfortunately, it made me downvote the game because I did not like controls and could not ignore it (could not play with keyboard [thanks for "accurate movements" key, but it should not be necessary that much], mouse controls were not nice too).
ivod's tips are good, though I did it with all rockets.
Btw, rockets seem to do more harm if you are closer to the victim.
At least "Great Escape Survivor" strategy: avoid hitting anything (including zombies) once upgraded.
Saw this strategy on some other site, helped to win badge almost immediately after being stuck while thinking that hitting zombies is a good thing.
Great alternate ending: by fuzzyface, with "mechanic" in the bar after escape.
Auto-generated levels, scoring (based on time/clicks/initial level difficulty), more than one kind of turning a piece (normally it's at least right mouse button, but not in Flash circumstances, so it's a difficult problem), levels on torus (what goes into one side connects to what goes into the corresponding spot on the opposite side) --- ah, these classical features of similar games...
Though I used to connect a tree, not a forest, so it was interesting enough.
When pieces are small, rings may look connected while they are not.