203,860 first go. This is how these games should play, though I don't know about the massive combos. Level one I got over 90k. I do however like the ability to move things around more than just one switch. That always annoyed the crap out of me.
Another suggestion:
Balls which avoid blocks in various manners, either they "repel" from blocks similar to how they are attracted to the mouse (but less so) or some kind of pathing look-ahead (they check several frames worth of current velocity+acceleration to see if it intersects a block, and if it does, add some acceleration to this-frame's movement to avoid). Both methods are still beatable, but significantly harder.
Still trying to figure out what the different bubbles do...
Purple: big fast pop. No reason you should lose a level with one of these
Organce: Same as purple, but with a short delay (1/3 the size until then)
Star: worth 5 points, half size, lasts a little longer.
Green: half size (more to it?)
Black, fast pop, half size (more to it?).
It shouldn't be hard to reverse direction back towards the center. I found that I deaccelerated at the same rate regardless of what button I was pushing.
Should have a "longest combo" in the end report. I just did the challenge for this week (challenge mode) and forget if I did 100+ or 150+ before breaking the string. It'd also be nice to see "oh, I got 84 in a row" and not just "75 or more, but not 100." And I don't always pay attention to those notices. ;)
tmc701, we're not complaining about the randomness, it's the fact that "easy" and "hard" are effectively no different. The computer either steamrollers you or you steamroller it and it is ALL based on the draw.
There. Is. No. Skill. Involved.
Why can't I land the bomber? Every time I land on the right landing stip (the more horizontal one) it lands too far to the north and crashes. While I have no control over it.
Even with the arrow keys I can't properly manuver, I hate it when isometric games rotate the controls 45 degrees, I can never figure out if "down" is "down-right" or "down-left"
It wouldn't be so bad if there was a way to tell what a powerup did before you shot it, getting a shoot speed of slow is pretty much death at that point.
Collission Decection: needs much improvement. I gave up on level 2 due to this.
The other thing that is annoying is the bouncy-jitteryness of the platforms while "standing still."
...and I lost of course (see below for a pic of Too Much of a Good Thing)
I got 2 more builders, 2 more sorcs, and at least another soldier.
Suggestions:
1) If a player has an upgrade card he can play (i.e. enough resources) don't give him another.
2) If a player has more than ~100 of one type of resource, don't give him "summon more of your useless resource" card.
3) If a player has LOTS of a type of resource and no cards of that resource, bias the RNG to generate those types of cards more often (in my case, I had 5 blue cards and less than a fifth of my resources were blue)
4) Allow multiple discards. Would have saved me so much agony, "kill the summon bricks, the other summon bricks, the two summon weapons, both builders....draw 6"