Stupid daily run. "Unprepared" no equipment, but bottle shop. Pop the shop to start, only equipment to damage need at least 31 to activate, means using a gem every time to hit. Need to double upgrade cards drawn to have a chance to hit.
Some players actually prefer these kinds of "impossible" daily runs, it's more about seeing how far you can get compared to everyone else, not necessarily winning.
Exvcellent game - great use of "hidden" information - you can track nearby ghosts by sound or by glow through walls. One point, it is easy to get lots of bonus blue ghosts by raiding their spawning area. In Pac Man, ghosts never spawned blue.
Awesome game and sequel. One request - if I select some mode for a level (insane, only splitters, 1 life, etc...) and finish it, make the "Next Level" button keep the same options.
For those complaining about ghost targeting problems - the solution is sniper towers beside fire-rate upgraders. Adding slow towers helps as well. The AI will target the ghost after a second or two.
Good design, a few tweaks:
- allow the ball to shoot faster. Give the user a chance at a hole in 1.
- keep the expanding/contracting bridge expanded for 1 second to allow some timing.
Awesome game - steep learning curve for a game around here - could use in game tutorial levels - use a single manipulator to win, use a single manipulator and transmute to win, etc...
Some players actually prefer these kinds of "impossible" daily runs, it's more about seeing how far you can get compared to everyone else, not necessarily winning.