re: All the complaints I see in the top comments, can be boiled down to one simple thing. Devs didn't bother to playtest their own game or even get someone to do it for them.
Artistic, stylish, even ambient little game but with virtually zero strategy involved. When the entire game can be finished by clicking the same spot without any difficulty of timing/avoidance/strategy, you know something's up.
So, you're sending in a chopper to pick me up from the place that I needed to locate on foot? Did it not occur to you that it might be easier to search in this open plain by helicopter? No? Ah well.
So. I know you need early gold tickets, upgrade sword whenever possible, armour upgrades only when at low hp, and carry a spare divine edge late in the game just in case. Why is it that playing optimally over 20 runs still results in no wins? Oh, it's so simple really - the game simply refuses to give me an early gold ticket nor a late divine edge.
"Suddenly, the country started running low on democracy!" Best ingame line EVER. Great way to hook players after 15 levels of monotony which usually characterise such games. 5 stars no doubt.
Difficulty ramp at the ending is ridiculous. It's quite something to play 95% of the game in 3 hours and then need to grind for another 5 hours just to beat the final boss. Add in a multitude of frustrating design flaws, 1/5 for game design overall. Did you even playtest the thing?
Protip: Gigaball is excellent for farming. Take on assault missions, eliminate the target and let the remaining boats chase you. When the swarm chasing you gets big enough, AOE them all in 3-4 shots. Kaching.
Lads, instead of complaining about the 'luck based' treasure hunt, have you ever tried NOT treating it like minesweeper? Clicking a point and attempting to guess from around it is not a good idea, I've had much better success by triangulating from two points close to the edge and a third one an educated guess from them. About 60-70% success rate this way.
Freezes, gold medals are heavily luck based, cannot skip animations, hardly any tactics involved both in battle and equipment-wise, ridiculous dialogue. Potentially great concept but tardy execution; did you guys even playtest it before releasing? 1/5.
Plenty of people complaining about teammates not scoring, but if you know how to deliver the final ball better it does make a world of difference for your assists.
It's not as simple as hammering a straight ground ball into your teammates' feet. Many times if you finesse a good chip and play them into space behind the defenders, or into a better angle to shoot, they'll deliver the goods.
+ if you've tried chipping and it works, for more gg and less qq.
Is it really as difficult as people are complaining? I've just got 10 10s in a row on level 7. The secret is probably in having a good relationship with your teammates; doing that, you can be at yellow heart whole match long and still have plenty of chances.
The energy saved can then go into training.
There might be matches where you don't do so well and get 3s-7s, ignore those and don't be discouraged. It's the number of Star Man you get that really makes the difference and boosts your star rating.