Although this game is 5 years old and the dev probably isn't looking at this ever again, I'll post it for new game devs anyway.
In a Breakout-style game, penalizing a player a life for losing an extra-ball is ridiculous.
Bug: When you're in "Pants on Fire" mode, if you go off the top of the screen to the cotton candy zone, any clicking you do to refill your bar is for naught until you get back on the screen. Basically cuts time off your fireball if you go too high, which you have no control over anyway.
The ending was great, but I don't really feel this one. The upgrades really didn't make much of a visible difference, and the fever bonus going up with combo timer was an awkward system at best.
@Choco, most characters open with Ice Arrow because it slows the enemies attacks, it keeps you alive in the later areas, trust.
If he's spamming it instead, perhaps you don't have enough mana for him to cast Fireball? :/
i'm curious about Heal too. I'm currently level 12 with level 967 Heal, and I have a total of 212 health. If I'm in a tough enough area to get down low enough to need heal (Regeneration 61 usually keeps me up for a while), I'm generally out of mana from spamming fireball, so I don't think I've ever seen my character cast Heal.
needs a few buttons during gameplay, eg. restart level, quit to menu, etc. having to finish a level or an entire set of levels before being able to quit and see your overall progress is a chore.
solid concept though!
Congratulations! You just won the 99 Dead Balloons Badge and 30 points!
Was alot easier than I expected, after trying and failing a couple of months ago.
Start off with 2 tacks, then 2 rockets, back them up with another tack and a monkey beacon, then save for Super's. Used alot of spikes too.