It's not 99% chance to crit; it's +99% to the weapon's chance to crit. So if the weapon crits 50% of the time, you'll crit 99.5% of the time, but if it only crits 10% of the time you'll crit 19.9% of the time.
Red panda loves climbing bamboo, unlocking gates and pressing levers. Black panda loves crushing samurai to death, pushing boxes and swimming. Together, they're The Odd Couple.
I don't think I would describe the physics as "excellent". The magnet has, on occasion, "stuck" to a box at a distance (and fairly commonly at an odd angle, but still touching). Boxes will be pushed behind each other if you squeeze them up against a wall. Boxes get flung upwards by the wheels, and the truck is apparently light enough to be lifted by a magnetic forklift and some crates. The physics is mediocre at best.
Please never make this game require grinding. It is a wonderful diversion for a short time and could be harder, but don't make it so hard that you need to repeat levels. Or add a harder difficulty for people who want to grind, and those of us who like games we only have to play once can still be happy.
Loaded fine for me once, but now I simply get a blank screen with "100%" down the bottom. Sometimes, after refreshing, it shows the SteamBirds logo and says "Changing History" as well.
My only complaint about this game is that the enemies don't need crystal to cast their spells. The AI is easy, but fair, apart from that one small detail.
Bug: Killed a character with a counter-attack (mutant ability), he returned to his position in the alive animation. He even celebrated at the end like my character did. Status: dead. Or not?
It would be nice if the action choice menus were much faster. In fact, all pauses in combat should be minimised or removed. It's just too slow, with no particular reason to be that way.
A suggestion for MS2: let some of the extra details provided by the lecturers be visible outside the tutorial. Things like the expected age range, sex, what symptoms are always present, etc. It's hard to remember what the "deal-breakers" are for every disease, which is pretty much the only way to differentiate some patients.
I understand why we can't punch zombies, but why can't we punch soldiers? Why do the spikes mysteriously slide into the middle of the road, despite there being no military or civilians around? For that matter, why do they slide out rather than extend, which is what spikes in real life do? Why doesn't splattering feeding zombie pairs count towards your splatter multiplier? Why do civilians run in front of cars that they're facing, then instantly respond to the sound of a horn?