I keep finding these bowls of stuff that is supposed to protect against poison (you can make the same thing in a lab), but I don't see any way to use them on my pets. where are they in inventory? how do I apply them? tired of paying to not be poisoned all the time.
the joins in the pipe puzzle need to be redone better, even in your solution, it still doesn't look like they actually connect. make it so when you get a good connection, it clicks into place or something.
actually, that's the 4h level password I guess. anyway, I wrote it down *exactly* as it was given, and it doesn't fit in the box. it's one letter too long.
how does the "chest with strange valves and pipes" work? pipes don't seem to hook up to each other or anything else; looks like and old "pipes" puzzle - get the water from A to B, but I can't see how to even work it.
sorry, but it's boring as. seriously, with all the games that have come before this, the programmers should know better than to put out this inferior stuff.
fun game. Needs: 1. pause during battle ONLY so you can scroll through your huge inventory to find the potions you need. 2. the ability to swap subjob options during combat, so when you're set for fire-based enmies, you can then swap when the next wave has shockers. 3. resource/item trading market. 4. random key drops. 5. guaranteed 1 paramin per day on login. random paramins drop rarely.
for those knocking "bomb"; perhaps you didn't notice that it also takes out shields? imagine looking at a nice 12 tile combo... and your opponent has a shield up. well then, bomb him first, and then do your combo. for those who say why not just use double move instead... you forget that you would take damage on the first tun against the opponents shield. with bomb... no damage.
if you can save up 30 mana to use a double move twice on the same turn, why not? usally most of the good tiles are used up in the first double move, so it would be a total waste anyway 99% of the time.
not bad. all skills except "view" had uses. opponents not too overdone. the path counting summary at the end is often wrong. example: in the last battle I made a chain of 19, but it said my max was 12.
... what should be added is a tally of exactly how many treasure points you have as you proceed through an adventure. wouldn't have been hard, but i seriously doubt the author will be adding anything to this game at this point. it's a year old now.
@magicwizard: the listed treasure scores are based on the sum of all treasure points scored across the entire adventure. if one your enemies already starts at "90" percent treasure, just getting that over 100 still only counts as "10" treasure points for the final tally.
that's not accurate. protect works on any row. why it doesn't always work, is that it has a percent chance to work based on its level. if you put 5 points into it, you have a 50% chance to protect. at level 10, you protect every time. I've tested this quite thoroughly in both single and multiplayer.
Ok, we add some code into pipe mini game, now each pipe will pop into right place if previous are in their places. Thanks for suggestion.