Oh, and one more thing: the Baron will more than likely use Electrical Storm if Roald hits him with his Silence move. Keep an eye out for that and be ready to dispel it.
PSYCHOLOGICAL: Respec and max out Traumatize, Haunt, Insecurity, Dark Echoes, Implode, and take a level or two of Shock Therapy (so you can dispel Electrical Storm if he tries to use it). Cast Haunt, followed by two Traumatize (just pass a turn in between them so one will wear out before you cast the next one). After the second traumitize cast Insecurity. When he recovers the second time his focus should be below fifteen, so hit him with Dark Echoes on your next turn. He'll do his refocusing move, and take ~20,000 damage in a single turn. Now cast implode. He'll take ~60,000 damage next turn. Once he's done refocusing, repeat the process as well as you're able. The second time he refocuses should finish him off. Use Shock Therapy if he tries to use Electrical Storm and use Dark Infusion on yourself if you run low on focus (you probably won't have enough ability points racked up to take Electrical Storm yourself).
Bleah, the baron's laughably simple if you know how to do it. BIOLOGICAL: Equip 4 level 2 Disrupts to your ability slots and just spam them constantly. Seriously, do nothing but Disrupt. He'll alternate between his self-damaging refocusing move and the Psych Electrical Storm ability, which you'll immediately dispel with your next Disrupt. He'll never use any of his more powerful moves, and he'll eventually inflict himself with Deep Burning and die.
Nick1sean2...yeah...that would be impossible. Especially since you can't use all three classes in the Kong version and therefore could never earn All-Star.
I actually found the Hydraulic to be the most difficult class to play. The Psychological class can be a god with the right skillset, and the Biological falls somewhere in between.
Ok. The graphics are terrible, by which I mean absolutely eye-bleeding. You have to squint to tell walls, towers, etc. apart. It's also non-intuitive and doesn't have a built-in help system. When the player needs to visit an external site just to get the basics of how the game works, that represents a failure on your part. Finally, the individual player "fields" are WAY too small. There aren't many creative things you can do when building your maze.
That having been said, this is one of the most interesting takes on multiplayer tower defense that I've seen. Expand the playing field, add more towers for strategic variety (No splash towers? No slowing towers? For shame!), make the graphics cleaner, and add actual multiplayer support, and you may be on to something. 3/5
So, um...congratulations on taking the top five slots in the monthly contest...at once. I'm not accusing you (I'm guessing there's some kind of database error going on at the Kong end somewhere), I just thought it would be amusing to point out.
This is probably the slickest and most badass Flash fighter I've ever seen. I like the system. Very unique and skill-based rather than a button-masher. My only complaint is that a couple of things seem unbalanced. Westone's taser attack, for instance, is incredibly hard to interrupt, even at close range, and the characters with "counter" specials (Westone, Duff, and Lourdes) have an unfair edge against characters whose dash or special attacks are at the level that they can counter.
For those that are still confused: ME PLAY GAME. BAD GUY GO PEW PEW. SOMETIMES MISS, SOMETIMES MAKE ME GO SPLODEY. ME SAD. :( ME JUMP. SOMETIMES LIVE, SOMETIMES FALL DOWN GO BOOM. ME SAD. :( :( :(
For those who are hopelessly confused about my comment a few pages back, let me translate: CERTAIN ASPECTS OF THE CONTROLS AND GAME PHYSICS MAKE IT SO THAT LUCK HAS A STRONG EFFECT ON WHETHER YOU, THE PLAYER, LIVE OR DIE. I WILL EXPRESS THIS IN A HUMOROUS AND INTENTIONALLY LONGWINDED FAKEPOST WHEREIN I PRETEND TO ASSUME THAT THE CREATOR DID THIS ON PURPOSE TO CONVEY AN OBSCURE PHILOSOPHICAL POINT.
Real-ish comment: If you hold down the mouse button you can scroll pretty much the entire level, depending on how big your monitor is. Might want to change that. You can clearly see and snipe enemies several screens away before their AI even registers your existence. Also, the robot boss appears to be invincible...but since he can't follow me, so am I. o_o
It's very interesting to see the absurdist philosophy applied to a video game. The idea that life and death are arbitrary and that transient things such as "skill" have little bearing on events is well played out in the shaky accuracy of the player character and the tendency for enemies to go down without a fight on one playthrough and instantly kill the player with a lucky headshot on the next. Add to this the extremely narrow time window in which jumping will carry the player safely to the next platform and the tendency of the player to bounce off walls, bypassing safe ledges to splat into the ground far below, and you've created a poignant statement about the futility of life.
The effect is further enhanced by the later levels, where your suicidal AI companion further downplays the role of skill, making completing levels purely a product of random, stupid luck. These aspects, unfortunately, make the game virtually unplayable, but they do get one thinking.
When an infinite number of polar bears fire an infinite number of bullets they will eventually spell all the great works of Shakespeare out in morse code on your body, and you will die an infinite number of times. That's pretty much what the later levels are like. Sooo...since level 23 is where you fight the final boss I'm assuming everything beyond that is just "infinite" mode in more ways than one. So yay, I beat the game!
Meh...meh. To me it borrows a little too much from The Visitor, and doesn't really add anything innovative. It stops making sense after a while. The Visitor creature, at least, was methodically killing anything it could, gaining new abilities in the process. This thing possesses a human body, can drive a car, and just stops in random places to kill people? It just doesn't feel cohesive to me. And the puzzles range from overly simplistic to unnecessarily convoluted, and/or they have tiny, tiny clickable regions.