The last boss requires too much luck. It is possible for the meteors to completely blanket the only otherwise safe areas to stand forcing a champion to die.
Furthermore, levels are greatly based around luck of drops, as well. Whether or not you get a powerup or two before a specific part of the level determines whether or not you can pass that part of the level.
Forcing the player to rely on too much luck, or stategize around "If I get unlucky, this is what I will do...", is not ideal.
This game is buggy, and the levels are bad.
If you use space-click to select all clouds and attack, most of the time the clouds will deselect, not attack. Furthermore in most cell games, you can click a cell, then drag your cursor over another cell you own, and it'll use those cells to attack too. Not permitting this means if you want to attack with two cells it requires many additional clicks and this really interferes with the flow of an action game.
Level 5 is poorly designed. If you move first, the AI will counter anything you do. If you decide not to move first, the AI will just outproduce you. The best way to beat this level is to restart until you get lucky enough to get a star nearby.
I beat level 5 without getting a star nearby. It was because once the AI decided to attack the neutral clouds, not me, softening them up for me. This strategy was based on luck. Making any level dependent so highly on luck is not ideal.
Your computer sounds buggy, not the game. Space-click does not deselect everything, only on your computer.
In this game you CAN drag from one cloud to another.
The AI is not programmed to "counter" any moves. It does respond to "abandoned" clouds at higher difficulties.
I finally figured out how to beat the game. The biggest problem was effective DPS. I needed to mitigate the amount of DPS loss from disappearing projectiles. To do this I removed all my missiles because they fired slowly, and I ONLY used the level 3 guns. I then staggered them in an X pattern through my ship.
Once I beat the game the game DIDN'T SAVE MY SHIP. I want to share and show off my ship, but I'd have to play through the whole thing again to achieve what should have been presented to me. This is a terrible design.
Here what I remember
All Level 3 gun module.
0 level 3 missiles module.
All level 3 regen modules.
Approx 4 +25% Damage boosters.
2 Level 3 fuel tanks modules
3 double drone harvester modules. (Back center, back right, and back left.)
Rest shield modules.
To developer: Just because I figured out how to beat the game using this tactic does not make the game a good tactical game.
To players: The ending isn't worth it. Just give up if you feel frustrated.
I dislike how the days advance on their own no matter what. Add to that if you make an error in judgement for a party formation, or spend too much money on a bad recruitment, it is incredibly hard to "catch up" and you end up losing every league fight for a long time.
Both of these together ruin the game for me. I'm sorry. :(
The double jump always being maximum makes this game un-fun for me. I like having the feeling of control over my characters in platformers, and this aspect of gameplay takes away an element of control from me.
Add to it that your jump height changes as you level up, it means one must relearn the jump heights at different parts of the game. Given how critical jumping is in this game, this is a huge issue. Each of these components alone are not ideal, but putting them together it makes it even worse.
Why do we not receive achievements if they aren't currently listed? I "got lucky" and traveled a ton without my ship, only to find out the next day I got that quest. Only to never be able to achieve this feat again. Next, why do we get achievements for failing? "Get 2 50% spins in a row" if I'm getting 50% spins, I'm failing. Why am I rewarded for failing? Heck, we can't get more quests until we complete the "failing quests." This means we are punished for not failing. This is not a good system for achievements.
There is no option to travel two cities at once, even if you have the supplies. Even if you choose to go to city 1, you are FORCED to spend the day there. The may also doesn't tell you how long it takes to go from city to city that isn't your current destination. Hiding this important information is not ideal.
Kongregate, why did you choose the first Bubble Tanks game to have a Badge of the Day? This is the most unrefined and least fun game in the entire Bubble Tanks series.
I'm a huge Bubble Tanks fan, and the first one doesn't do the series justice. There are so many other better Bubble Tank games, why didn't you choose one of those, instead? Why, Kongregate, why?
Mute only mutes the music, and sound is still there.
It is hard to tell when smaller enemies are behind bigger enemies.
It is hard to tell when enemies are still combo-able or invulnerable after attacking, which lead to me taking a ton of extra damage.
Bombs have a tiny tiny area of affect. One time I threw a bomb on an enemy, only to find out the bomb missed because the enemy was lower than me, only to have the enemy attack me and hit me. For a limited use weapon to be useful they need to be superior to an unlimited use normal attack.
This game looks like it has a lot of great potential, but in its current state it feels unrefined and is somewhat annoying.
Your computer sounds buggy, not the game. Space-click does not deselect everything, only on your computer. In this game you CAN drag from one cloud to another. The AI is not programmed to "counter" any moves. It does respond to "abandoned" clouds at higher difficulties.