Things I want in the 3rd game, or at least in the level editor: Pushable blocks that deflect enemy paths. Variant boxes (friendly and enemy) that do not produce gunpower. Water elementals that behave like fire but wipe clean gunpower just over their path; can walk over water but die to burning oil. Pit traps that become walkable over after one box falls into. Left-handed enemy variants.
Dice persist for an irritatingly long time after hitting the ground. After the loose ALL falling momentum, if I stub my toe on them I die. And they last for a full second longer than they have any business existing. This was not a game designed to be a challenge but one designed to laugh at cheap deaths.
So some dice are death dice, but all dice one-hit-kill you. All objects one-hit you, except pills. There is nothing special about the dice they could all be lead bricks. This seems like a place a hitpoint system could have come in, with each colision being random amounts of damage. But apparantly the dev here disagreed.
Why do you die when you touch the non-sharp side of spikes? If the spikes face upwards and I touch them on the left that's not actually lethal you're just making cheap deaths.
I'm sorry, I never meant to trick anyone into dying, I would like people to be able to tell "yeah that was my fault" (except for the first ghost-related death). I've already reworked the spikes hitboxes a couple times... by non-lethal you mean the stone part of the spikes? because I thought I fixed that last patch. Or the light grey parts? if so, I will rework the spikes sprites to be a bunch of Katanas, so that people will know that it will hurt you from the sides too
... and unavoidable damage and a health mechanics with no ability to gain natural healing ... and a score requirement that makes the aforementioned health mechanic frustrating ... and the list goes on and on and on. Negative stars / 5
Lets combine fast running where you can't see the obstacles a second ahead of you ... with instant death quicktime events ... and upgrades you have to grind for. Also no instant replay ability you have to click play every single time with your mouse which otherwise isn't used in gameplay.
2,7. Activate the pink flag. Push the grey cat to be diagonally down and right from that flag, return to the pink flag. DDULU to return to flag. Now push the cat to touch the flag, you have 2 cats. One falls down the pit, the other pushes into the pit, now you're at the checkpoint beyond the pit.
Do not push up for the next part except when you have a cat on both the flag and the left <> splitter. You get one cat through the splitter mess, down onto the belts, then get a second cat through it the same way. Your first cat should be free to advance.
8,3 Go to the blue flag, hit down once (or an odd number of times), work your way to the boulder and you'r synced to pass. For the next part, push the rock to the conveyer, go back to the flag, waste 2 steps going back and forth, then walk north. 6,11 pass the bounder situation on the right side with careful pushing, and the belts also on the right side. I think its down right left down down. This needs a faq because all these have been answered in comments.
5,9. Once you get the six kittens out and have 1 past that pit, respawn and have the active pink flag be the one to the lower left of your other available flag. Jump in front of the bounders at the ast moment, and let the corpse be pushed over the pit.
*Unrelated*, I just noticed there's a base teleport option. Neat.
Did room 7,8 change? I remember just walking past it no problem wondering "why would anyone bother with that rock pushing thing" and on a replay discovered a puzzle was required to pass the room. Maybe it was broken before?
8,9 isn't hard. For the first rock section, push the top and bottom rocks, then move the middle one out of the way. For the second section, push the top and bottom then slide the entire middle section up. Then push in the top one that's still pushable and again slide the front row up. Repeat once more and you have a clone of the first puzzle. Watch your stpe count at this last segment though.
The cat duplication / respawn thing is answered many times in the comments, I'm not going to repost my explainer from an hour ago. Just look at all comments.
Cat Duplication primer: If you have two live (orange) cats simultaneously on different pink flags, when you run out of steps and re-spawn you get a live cat on both of those flags. On stages like 1,11 this is in addition to the one 'free' cat that always spawns. In 5,5, this is in addition to the grey cats scattered about.
Blue flags reset your step count to 5 but don't effect your re-spawn location(s). This is key.
I feel like the lower-left corner that shows this off should've appeared earlier in the player's path.
@Trumpetor91You're trying to get the cat that spawns in the left around the stage, but you have to keep moving the trapped cat onto its flag. When you get to the bottom segment, you get to the left wall at the bottom and repeat left down down up right untill you can just run to the stage end.
You may though want to do the bottom left corner, as a tutorial on cat duplication helps get the secret there and also its key to the 5,5 puzzle. Really I think the bottom left corner should have been moved closer to the introduction for this reason.
The upgrade system is the worst I've ever seen. You can only buy other loadouts, and you buy everything all over again in other loadouts? Also removing something gives no refund you just loose souls.
Just buy damage and projectile count upgrades and never switch off of those.
I was surprised by a lack of puzzles where I needed to have some fires set in different colors by enemy blobs, or by changing my color. I guess that's a free idea for a sequel if you want it.
Not sure about my crashing, doesn't seem to be the game's fault - prob something else on Kong. My only issue is the completionist ending feels like a bad end, and now I need to replay to see if the worse ending is better.
I'm sorry, I never meant to trick anyone into dying, I would like people to be able to tell "yeah that was my fault" (except for the first ghost-related death). I've already reworked the spikes hitboxes a couple times... by non-lethal you mean the stone part of the spikes? because I thought I fixed that last patch. Or the light grey parts? if so, I will rework the spikes sprites to be a bunch of Katanas, so that people will know that it will hurt you from the sides too