It would be cool to have the upgrades display differently when they have a cap that isn't reached. That would make it easier to see what things I should be stockpiling.
Good update, but the orders make it so the game less interactive, which was already a fault of the game.
I wish I didn't have to hold ctrl to see the bonuses when hovering over an enemy. Put them at the top of the tooltip.
Suggestions:
-adding a meta-currency that can be used to change the order, but only a bit at a time (ex. disable an enemy, move one tile forward/backward).
-add tiles in the order grid that have bonuses (enemy speed/dmg decrease, bonus meta-currency, etc)
-add quests that give a bonus for clearing a tile that reward meta-currency
-add events that change tiles stats and/or enemy count
Originally posted by 'peacku': "I would like to mention this game has originally been made by MotionTwin to help gamers waiting when they moved their computers to another place. Here's a screenshot : http://img131.imageshack.us/img131/5636/screenmtky0.png You should mention it when you copy entirely from a game. Even more if you win prizes, money or whatever for it..." Keep this going guys!
Something's slightly broken - when you get scored on, your "paddle" doesn't reset to the middle, even though that's where the ball is heading. It makes it very easy to get scored upon 2-3 times in a row just because your paddle was at the far side.
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OK I figured it out. When you kill the opponent, do as much damage as life it has. Any additional damage will not cause the win to register. Shoddy programming FTL.
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We pushed an update/fix on this one and some other parts of Unlocks as well! Have fuN!