Monkeys, this guy knows how to program collision detection. You could jump on people in PR1, but it was sort of annoying, so it was taken out this time around. Or do you mean you keep hitting blocks that you didn't think you really hit?
There is no campaign level called Proland 2. That guy doesn't know how to log in, and neither can most of us, so he's just being annoying or something.
The first Protector was better. In this one, I feel like I'm stuck doing research after I've pretty much beaten a level, since you can't tell nearly as much stuff as you could in the first one without just trying it out, and seeing what it does. It's also rather pointlessly overcomplicated in ways that could have been simplified to how they were in the original.
Anyone getting 5 cards after 10 wins must have few cards, since that gives you an big chance of winning more cards. And, Shadow Dragon, this is a human vs. human game, the random can't possibly cheat you both players, so you just got unlucky, or your opponent had a sacred feather or something.
How does Eye of the Tiger not spring Leafy Trap, not even if it hits your character currently fighting? Also, I have a suggestion. You should be able to pick moves at the range it isn't, in anticipation of a move like teleport.
I just beat New York with all stats at 40, and it wasn't even that difficult. Anyone who thinks it can't be done needs to remember that you can hold down to charge a super jump. This game is awesome, but I've been lagging and getting disconnected way too much today.
Guards are for protecting your catapult, but I've never seen enough enemy knights appear for them to ever lose. I really liked this at first, until I realized you had to smash every last bit of rubble no matter how useless of a castle was left in order to win. It'd be more interesting if you got more stones but then there were a lot more knights.
"Loaded with the Kong API attached to each medal – so don’t delay in playing, as winning medals will still count towards earning badges if they are added by the Kongregate staff later on!"
Haha, nice one. No I'm really annoyed by that since getting metals too early has now led to me not being able to get all the badges. Not to mention I went back and tried older versions of this and realized it's way too similar. The next one better have some way of being different, not just improved graphics but the same gameplay all over again.
I already completed the reqs for all the badges and the card, and now, it just gave me the card when I started it up, and all the badges except the Solo Star Badge, but I tried doing its req again and it still won't give it to me.:( Now I'm up to 60 points worth of badges that I should have but haven't gotten.:(
You know what, I take back what I said earlier. Once I found out you can take gems you've placed back to where you can combine them, the game became much too easy. It's better with the locked content, since that'd just make it even easier.
Awesome game. Tower defense with stuff to make it different from any others I've seen. Easily one of the best games on the site so far, and easily 5/5 if not for those dumb locked Amulets, but just for that, 4/5.
Yay, finally got my 3rd impossible badge from this game. 3032m high was my successful attempt. And, the best part is...it actually didn't get boring in my attempts to get that badge.
I think the chances of winning a new card should be higher for 5v5 than for 3v3. You currently get more cards per minute playing 3v3s. The other problem with 5v5 is stuff like Zina's Tiger Frenzy with Deadly Poison, which seems too powerful in 5v5 to me. Items like this need to have less of an effect the more opponents they hit or something, so if you hit 4, it should only have a 20% chance to proc instead of 80% or something like that.
And I also support being able to spectate.