[As Lv9 Stein] Weapon: 75% weapon base crit rate, doing +60% damage if you have 3 SP. Ring: 30% chance to knockback on kill, +60% crit damage. Amulet: +6 sp on crit and 17% chance to do 400% damage. Result: What's that, I crit for 8000 damage? (Total crit rate is about 81% with an average DPS of 4306, according to Excel)
Most annoyingly long screen transition _ever._ Seriously, could you not make the three pieces *move at the same time* and cut down on transition time by 66%?
I still have no idea how the garden actually WORKS. It seems like it just hemorrhages money all the time regardless of if I'm interacting with it or not. The pong ones could use a better idle AI though. Starshooter is reasonably intelligent...the pong one only attempts to bounce the most recent sheep added (making higher max animals useless until much later--paddle width at least 15; 12 is almost enough).
Pressing "up" while already jumping (for any reason) makes you jump again, which might be as much as 1 second later. Given the tolerances for mistakes, that will RUIN you and make you crash almost every time.
I have a feeling that "any two adjacent numbers on the same die plus another different number" would be sufficient to solve the entire puzzles. *Tests* Not quite, but pretty close. You can do it with three numbers, but those three would have to be carefully chosen.
Wow.
That. That was amazing.
Christina was my first route and filling in from there was actually kind of difficult (saving Steve in the second level was hard the first time around).
Thanks for that.
Sooorta hit a dead end on the jumping planet. Hit walkthrough. 12 minute video for the one planet? Geeze! Not sitting through it to figure out where to go next, as from my perspective I've been everywhere and I'm not going to craft single-use potions trying things that I don't know will work. Also GREAT TIP OLD GUY. "use sparkdust instead of gasrock" DUDE, YOU ONLY GAVE ME ONE OF THOSE.
I like the concept, but I really hate timed jumps, so that your corpse is left frozen in mid-air. As soon as I realized I needed two on level 13 I gave up, as if I screwed up the second irrevocably I had to start over and get the first one timed right again...
The only problem I had was finding Lazarus and the cultists. The path up that way wasn't visible until you were on it (due to the way the trees work). That and the 4th piece of the ring. If the two intrepid explorers never got past the Sphinx, how did he lose a piece of the ring up there? Otherwise, very well done.
Couple of things: the clock parts were really hard to find. I found the last one by sheer luck (and it was one of the ones outside!). Two, the spelling and grammar were terrible "next time he falls asleep, he we'll be free" We'll is a contraction of "we" and "will." Three, you need to disable tab-through on your buttons. All of them. The clock parts can't be found that way, but a lot of other clickables can be (also, there's two for the letters...).
Absolutely amazing. I had trouble navigating the rooms (and pretty much only had to refer to Tas' walkthrough for that). The password combining was actually really well done, props for making that so seamless (although I don't think I should have had to click on the chunks to get them to be remembered, that I don't think was intuitive).
Clue for face was where you picked the remote up.
Clue for the four-shapes puzzle is on the table at the right of that room (I found it AFTER solving the combination).
Spider: can-o-bug spray, found in a cabinet.
Ice Tower--the one with the most range--has the skill tree for Damage Support. Fire Tower--the one with the most damage--has Exp Support--and the Lightning Tower has range support. WTF?
Inherently unbalanced. Powerup drops don't show up in a way that is fair for team fights (e.g. two boxes will show up on Team 2's turn and none will show up on Team 1's). Low damage weapons are harder to level than high damage weapons (compare Rain and Area Strike). Getting knocked out early hurts your ability to level and is unavoidable if the entire team targets you first. Forfeiting players hurt their team (as in, no ability to recover). However it occurs, if you are forced to make shots for another tank (i.e. disconnected player--not sure the trigger) you get no EXP for it and have no choice in the weapon used.
ALL MANNER OF FORBIDDEN MEMORIES: with I, I can kill the second N in MANNER, but not the first. Likewise with H, I can's kill the I in FORBIDDEN. But for some reason H kills the M in MEMORIES. WTF?