Would be nice to have a way to mute the boost sound effect. Considering once you get to a certain point it can start going off rather often. And you know, it'd be nice to be able to hear the coin sound effect. Doesn't help that it's a really annoying sound to hear over and over again to let me know that I got a boost.
Side note, it might be beneficial to mention in the tutorial that the specialist map 'shares' the setting as to phase/orbit/max, because it took a bit to realize that that was what was going on. Given that there's comments about that same issue. Either that or delink the two purchase amount toggles.
It would be nice if there was a way to see the effect of lower stamina/nervousness on your stats. Perhaps if you hover over the stats themselves? (Which could actually be a method to see the status of your opponents stats as well)
It'd also be nice to know the rate at which stamina and nervousness get changed; well at least a bit more specific than 'stats imbalanced, stamina takes a hit'.
A color based puzzler, without a colorblind friendly option... Because nothing says 'fair' like 'which color do I select to match the one I actually want?' 'blue, green, yellowish red, reddish yellow, and orange' At least I assume that those are the colors, because they are close enough that I can't tell which is which with ease. Having different shapes? Why that's impossible, everyone only knows there's only '+' and 'solid square', and you can ONLY have a solid square on selection choice. /s
It's kind of funny how that the game STILL has the 'additional content' mentions for King.com, but... the game itself is no longer even on their site. Near as I can tell at least. So it's forever locked away now. Probably some contractual issue that would prevent it from even being added to this version as well.
Wow, these zombies have really advanced, not only do they have and use guns, but they somehow took down the satellites. (Since the 'hints' link is 'satellite view', and it's no longer there.)
Hmm, somehow got stuck in a wall on one of the toggle switch puzzles (the one with three connectors) I jumped up the ledge to reach the ladder to the exit, and somehow shot past it... and now all I can do is turn around and jump. It doesn't even look like I'm stuck in there, I just... can't move left, away from the wall.
We can only have "Badge" be the last word, so it would have to be "Song for a Badge." That name was the first thing that came to mind, but maybe it's too predictable...
"Congratulations on getting 100%!" *seconds later 'survival unlocked, click here' shows up* Okay Survival, I get it. I just beat the last level 100%, after already getting all your trophies. You don't have to be rude and cover up the ending/credits thing. Especially since unlike the other times you beat the level, you can't click on it in that situation. Kind of why I kept going for survival: Every time you actually beat the last level, Survival mode seems to need validation that it is unlocked and exists.
I keep coming back to play through all the levels. And yet, I seem to have accidentally stumbled on a glitch: With the rotation blocks, cycling through them seems to not 'catch' all the time. So say a block is to the left of a rotating block (With another block keeping the rotation block from turning into a normal one, but out of the way of the normal one I'm talking about). Clicking on it over and over to turn the rotating block, instead of just getting the block free. Somehow when the block is rotated in the wrong position, it is possible to remove the block up or down. So the game thinks that the rotation block is in a different rotation than it is. Kind of minor problem since it appears to not make much of a difference, since the move would be possible without removing any other blocks. Just strange. I'm not sure what entirely causes it, but that seems to be a way to reproduce it.
Ah, rebalanced, then? Makes sense. And if there is a 'beaten both light and dark world dev score' indicator, it doesn't seem to be properly triggering, since it seems identical to the 'only light world dev score beaten'.
*notices star counter gone down* Wait what? *Checks stat page* Oh. The Dev High Score went up. And a few of the star requirements, it seems. Well, at least the stat page now marks levels you've beaten the dev score on. Even if it's a tad annoying way of marking them, might be better if the animation cycled slower. And how there isn't a 'beaten both dark and light world dev scores' marker. At least the dev scores can now beat the impossible badge :P
We just fixed Wall Ball. The 3 star and dev scores were set before launch and since then there were some difficulty tweaks that made Wall Ball more playable, but they also made those old thresholds not in line with the rest of the game.
Also there is a beaten both dark and light world dev scores indicator.
Oh, I didn't realize the other high score tables were around longer. Looks like the update notes weren't updated until after I had already posted. Doesn't help that I keep forgetting to check for that kind of thing since not every game has them and they're not always stuck in the same spot :/
*looks at highscores* Huh, people have beaten all 40 dev high scores. Let's see, Chroma Zones has... the person at all-time high score at 111. With a dev high score at 131. This surely isn't suspicious at all!
Anyways, kind of wish there was a mark on levels so you know which ones you have beaten the dev high score on. And in the stats page have those marks as well.
Even if I'm stuck at 119 stars, and can't seem to figure out the trick to Dark Chromatic Scale. I think I would have just as much trouble if the balls also swapped at the same time as the lines. Though the Dark Chromatic Swap mechanics of the swap I haven't the faintest idea of what decides when they swap. Unless it's "Whatever would be the worse choice at the moment".
*looks at dev high score in game* *looks at impossible badge high score*
Impossible badge: So impossible, you have to beat the Dev's high score. By the same amount of points the badge itself is worth. Well, considering it's already been earned does make me feel a bit better about being able to manage it.
It appears one of the outfits is used twice in the fourth section: One of the turtle costumes. Thankfully I got it from the boss battle. Additionally, it looks like one of the foxes dropped an imaginary weapon that the costume didn't have, and from now on the game keeps telling me that I have a new weapon, on the last page. Only there isn't one. I'd guess these issues didn't come to light because these are easily bypassed enemies, and the alternative method of getting costumes at the very end (and the chests which seem to be terrible if you've only got 1 or 2 in a level to clean out.
I still find it amazing how 'more objects' is presented as an 'upgrade'. Why yes, I would like MORE of the thing that can ruin my entire run! I enjoy hitting a balloon on the way down before even bouncing on the ground once, and the game acting like that's how high up I was in the first place. It's not at ALL frustrating losing 75% of the bounce height on the first bounce. This really is the first launch game that makes the thing that you apparently want MORE of the thing you dread hitting the most.
"Sir, rockets are incoming! How do we defend ourselves?" "Release the balloons!" "Sir, I don't think that will do anything." "Nonsense! Everyone knows that rockets lose a ton of momentum when they hit helium filled balloons."
Really wish that the level end screen counted up faster. Or there was a way to skip it. I already KNOW I got gold. If I look at the score in the top right just before I die, I even know WHAT I'm getting. Why waste my time when I want to instant retry a stage, especially since I already have everything bought. I don't care that my score was x amount when I already know I didn't reach the trophy goal.
I'm currently testing the dragging with right click method. Lets see how it goes... Thanks