I'm not sure what i think of tossing Doeo in with this as a challenge. I also think getting to level max is worth a badge.
4000 frames? pffft... why not 4000 points for an "impossible" badge, it IS possible but takes patience and timing.
Yes indeed this rocks BoMToons, in fact this is good PR/advertizing for Castle Crashers as well :) My ONLY complaint: its short... I want more... I NEED more!!!
Tip: If you can line it up right it is possible to use your charged power to get a one shot high combo on multiple tomb stones, I got a +25 just as I killed him with this (with max level guy's power)
Also try to make sure the tomb stones don't end up off the board or you are going to have a much harder time getting to max level.
Pro tip: The left side is better than the right, on the right side the first level platform still gets hit by the eye-beam where as the left does not (at least for most of it, none of the right one is safe)
Woot made it to max level finally, cute! This game is going to be hilarious. So badges I'm seeing are: Beat form 1, beat form 2, make it to max level, score X combo level.
Tip for those trying to make it to max level: Fight form one normally, conserving life and such, try to slowly move the tomb-stones towards the middle of the area, when he is in form 2 is a good time to beat the stuffing out of the tomb-stones until you max out your level. Multiple stones at the same time being hit in a combo helps speed things up.
When the badges come out the red guy is probably the best for making combos due to the axe spin.
3 Actual "areas" then there is a 4th area where you can buy uber stuff and fight some rough bosses and the like. Little short and long a the same time.
Issue: need to resolve a new target for main character when he attacks a target and a faster character kills that target before the main goes off... other characters always choose a new target if main character kills what they would have chosen (or they choose randomly on their turn rather than at the round opening).
I'm assuming this is chapter 1 and we will see more?
I dislike this searies, the graphics are cute but it gameplay feels sloppy.. Current AI mechanic is stand on ground if player is, if player jumps, jump as well. Aim and fire.
Also do we really need the screen to shake rattle and roll around every time we fire a gun or swing the pipe? 3/5 this series gets too much credit and while the story has evolved the mechanics have not, more of the same that I didn't like the first time.
The Damage inconstancy comes from two factors: 1) flowers get weaker the longer they are attacking and 2) due to unintuitive attack patterns one group of flowers will joust its target taking large laps when the previous group ground into their target like heat seeking missiles. The fact is the game is just not cleaned up, it's strategy with too much twitch and chance involved.
Oh, I'd also suggest propagating upgrades to all existing ships, it was quiet a shock when I found out only ships created after the upgrade were getting the bonus.
Only gave it a 3 Sorry but there are some issues:
1) Bug, multiple strikers were destroyed by an explosion in a survival map, I did not get the control use refunded so was out 100 ore for a control drone that effectively didn't count, and the next i would have had to buy to make more, this ruined that game and I was up to wave 24.
2) Need a hold+key or hold+click to move without attacking, being able to line up behind an enemy before opening fire is the best way to take out enemy cruisers and silos, this becomes very hard when you have to loop WAY behind an enemy to avoid your units attacking too soon.
Cute game, totaly like the idea, but due to the frustration of having a shark dart out of its normal path or moving faster due to sub proximity to hit me I have to quit. I highly suggest a way to deal with sharks (permanently) or the ability to take more than 3 hits (preferably without returning to the ship).