Some hints for people who are having a hard time: Instead of using shift for pausing, use C. Many keyboards have a very slight delay for registering the pressing of shift by itself due to the fact that it is a modifier key. So for those tight sequences, use C. Many levels can be beaten without the use of the hourglass. Remember to be patient. Try practicing holding jump for fractions of a second shorter while pressing left or right to aim the angle of your pause. Remember that you can hold left or right while coming out of pause to immediately go in that direction, but even if you're sliding along the ground you still have to wait a split second before pressing jump after you unpause. During the boss, you can avoid your mirror self by creating a pattern for it to follow which will let you know where it will be going next.
I guess doing a simple spelling-and-grammar check when releasing a flash game these days simply costs too much money for the time it takes, even for an extremely large publisher like Nickelodeon. I am very saddened that the days of developers having a good grasp of the English language have passed us by. Maybe someday Americans will return to developing games that are published in America.
I guess "thinking outside the room" doesn't mean "change chat rooms and then type a message," even though the arrow is pointing directly to the Kong chat room. *sigh*
Some things to note from my previous post: Earth does more DPS than Fire if it's hitting 3+ targets, and more DPS than Air for 2+ targets. Air does average 25% less damage than Fire, but is far cheaper, and will waste less shots from an enemy dying while the projectile is in midair. Upgrading Earth and Water from lvl 2 to lvl 3 gives much more bang for your buck than lvl 1 to lvl 2. Because Water has a slow rate of fire, do not put it in the middle of curves, it will spend the majority of its time reloading, instead put an Air or Fire. Earth works the best at the beginning of waves so that it can weaken everything for later towers to clean up.
Quick cheat sheet for towers lvl 1-3 DPS to a single target. Format is Element-Level:DPS F-1:5 F-2:10 F-3:18.1 __ W-1:3.1 W-2:5.1 W-3:14 __ A-1:3 A-2:7.7 A-3:15.5 __ E-1:1.7 E-2:3.1 E-3:8 Remember that Earth does AoE damage, Water slows, and Air is less likely to waste a shot due to an enemy's death than Fire, but Fire does the highest DPS. Also remember that upgrades change these values, and this does not account for gold cost.
A hint for people who may be confused in the first argument: The effectiveness of a challenge depends greatly upon *when* you issue the challenge. The tutorial does not mention this, and because the challenge menu is not context-sensitive, it may seem as if you can challenge one part of an argument when the person is not at that part. This is not the case.
This greatly confused me and tripped me up until I figured this out. If a challenge that seems like it should be working isn't, try using it at a different statement.
@IriySoft You guys should do a pass of all the tower/skill text definitions in the game to clear up inconsistencies and accidental meanings. For examples: The tutorial implies that Crypts get an additional free charge when they get a kill, which isn't true. The skills Mana Vault and Die And Deliver are unclear: does every enemy have an X% chance to drop, or does it increase drops by X%? The skill Standard Design, when read literally, should decrease the cost of the first tower placed in every level by X gold; but actually decreases the cost of subsequent upgrades by X gold, which is very different. All of these things are easily testable and are not much of a problem because you can easily reallocate skill points, but are frustrating/confusing for people who want to learn about the game's mechanics.
1) Grammar & spelling. 2) The End Turn bug has forced me to restart almost half my stages. It needs to be fixed. 3) Why is there a forced Sudden Death in an attrition-based combat system whose sole trigger is time? I just lost a battle where I outnumbered the enemy SEVEN to ONE but they beat me because sudden death triggered on their turn. 4) Make it absolutely clear which places can and cannot be moved to. (especially in the case of islands) 5) Display upgrade/unit/skill stats & numbers. If you want us to choose between upgrading Barricade & Fortify, or unit upgrades, we need to information to choose. 6) Change/fix useless upgrades, such as Archer lvl 4, which literally hurts your chances of winning. (I skip one turn to attack twice on the next turn... after the enemy has hit me and reduced the number of archers I have. This helps me how?) 7) Simplify the resource system. High numbers for the sake of high numbers serve only to confuse and frustrate players.
I really wish there was a tag something along the lines of "Grind" or "Grind from Level One" or "Resource Imbalance" or perhaps "Shop That Takes Way Too Long to Refresh"
Love the idea behind the game, I just wish there was more substance around the detailed mechanics. I would like to point out one thing, though: This is not a simulation. A simulation game is one where there are events which influence each other, but the player only has indirect control over the events. If this game were a simulation there would be (for example) differing relations between the artists; the quality/style/etc. of each painting you submit each year would have a profound effect on which artists like you, what/when they create new styles, and how the judges will judge the next year's competition. If you (the dev) actually did this, it would be awesome! As it stands, this is a historical RPG, not a simulation.
@flumbaisk: lvl 21: How is this not a puzzle? You can spin the wheels *before* sending the golf club along. I tried this 10 times, and it worked 10 times. None of your brute-forcing necessary. lvl 27: You need to get the present below the vertical piston. Then, push the present up, forcing the horizontal piston to go to the other side. Voilà, your impossible has been made possible.
@Azgara: The last 33 comments have all been on Dec 17th, which (ATM) has only been 18 hours since 0:00 UTC. That means in Alaska right now it's 7 AM. It's entirely possible that they haven't even checked the comments yet because it's a Monday and everyone hates Mondays. So cut them some slack, it's not like they can be checking comments 24/7. Since the game was only released 5 days ago, I'm sure they're still busy fixing obscure crash bugs. No game is ever released perfect because we live in the internet age. There are always bugs to fix, and many of those bugs can take a while.
There's several bugs with the achievements, for example:
I've done more than 1000 damage with a single shot, but not more than 500?
I've had 10 and 15 towers stunned by EMPs at once, but not 5?
I've killed 500 and 1000 enemies with a single tower, but not 100?
I've beat a level with 500 and 2000 bubbles left over, but not 1000?
@HeroInteractive: This is probably a bug in the logic of achievement detection, so unless it would cause huge lag or screw up the game in some way, you might want to remove tiered achievement detection. Alternatively, just make it award lower achievements in the tier if you get the upper ones.
@Needling: Not counting the technological requirements of getting flash on a website other than your own to go to fullscreen on all browsers/operating systems without a hitch, the dev also has to think about file size. The loading screen says that the game is 24 MB (It technically says x/25039, which I'm assuming is in KB, because a game like this couldn't fit everything inside 24 KB) and most of that space is taken up in bitmap graphics. Because the dev wanted the game to run smoothly on lots of machines, they chose to not use vector graphics, that means that it won't scale well when blown up to a larger portion of most people's monitors. Try it: zoom in to as full screen as you can get in your browser and see if you can play with that kind of pixellation. If so, great for you! Pixellation isn't for everybody. If they chose to have a fullscreen option, it would run much slower and be a much larger download.
This game has potential, but it is cut from it's glory by bad physics and confusion on the part of the dev. The game includes elements that are meant to create a challenge but fall short. Animals do nothing but delay time by ~4 sec. The clock was useless cuz restarting the level restarts the clock. There’s bridge physics, but properly built bridges are far more likely to implode than carry a train across. Cargo has physics, but cuz no levels have angled tracks in construction, it has no purpose other than causing the player to fail a level through no fault of their own. The grid in bridge creation is too big to create design diversity. There's so much more that could have been done: multiple bridges/trains per level, angled tracks, cargo achieving specific goals, hills/valleys, different kinds of girders/tracks, track switches to deliver X cargo, but not Y cargo. @Boison: Please completely reconsider both every single mechanic in this game and the direction you want to go.
I haven't even completed the game... yet I see crystalline cash and health refills in the shape of hearts dropped by everything, including pots, golden spiders, and colored slimes. Now there are upgrades found throughout the game, even the much-coveted-yet-usually-well-hidden crystal hearts that increase my max health. And there's even a small, talking buddy that keeps me company, and I keep going through dungeons filled with platforming sections and combat sequences. There's also an unnamed blonde protagonist who could look good wearing green.
It might just be me, but I think this game is missing something... or somethings. Like princesses trapped in castles, an evil archvillian spanning multiple sequels, horse riding, annoying water-based puzzles, and leech-like creatures that steal my stuff. It could also use healthy doses of slingshots, bows, bombs, boomerangs, and elements of time travel. Also a green cone hat.
@jdtdragon And if the application happened to be in a browser that had other applications, such as Pandora, what would you do then? Wanting to listen to your Pandora music but having this game playing, would you listen to the game or mute your browser? That's a catch-22: either you listen to music you don't want to listen to, or you listen to no music at all. Art is subjective, and music is art: Music that you love is music that someone else hates. To quote you: "How is that so hard for some people to understand?"
thanks! Going to fix it in the upcoming update!