It gets a bit interesting towards the end when you realize that with nothing to do, certain things will happen if you type anything. "pray" "think" "panic" "die" "s***" it all leads to the same conclusion.
@kookynoah152: API means "Application Programming Interface" To oversimplify it a crapton, it allows programs to talk to eachother. In the case of Kongregate it is what allows for badges and high score boards. Fairly often if a popular game doesn't have them, it is because it lacks the API to tell Kongregate about a user's performance in a game. Though as Boeing has mentioned this game does have API (since is has a highscore board) so I'm not sure why it is lacking badges.
I like the hints this gives. Sometimes the developer thinks in a way that I'm not and it can get annoying to be left with trial and error or just being given the answer. Having a list of potential things to make helps A LOT as well.
That last level is rather annoying. The game has trouble determining exactly what you clicked when it is that crowded (on most attempts I can't even get a successful detonation) and then getting an actual chain going is worse. Once it starts it is pretty normal, but it took a lot longer than it should have to get there.
Like the game overall but is there some way that you are supposed to know what item equipment overlaps? It took me a while to buy items since I didn't want to get rid of sunflowers. Now I know you can layer items but I can't figure out what items fall in the same "slot" so there have been a few times where I've bought something just to find out I don't actually want to equip it.
I know they are meant to kill time, but kill X with Y missions get really annoying (For those that aren't at late game, I'm not talking the kill count. There are ones later that are specific targets). Killing with a Chubby is the worst because you can't control trajectory, the given target needs to be exactly where you need it on it's own. At least when you are talking about Aviator and Rocket you can attempt to guide it into a gummi that may or may not be there.
What qualifies as a very low speed? I thought I had the achievement when I used a propeller hat to get above the clouds when I'm pretty sure one more cop would stop me, certainly two would have.
I just made an AutoHotKey script to exploit Cletus. Does every air trick available and holds a handstand indefinitely. Some might call it cheating but I say "Screw the rules, I've got diamond crusted spinners" (P.S. Just send me a PM if you want it, I'm willing to share)
If you spin the slots for a bit on 1 in 10 it will work. Does this mean that if you have too much time on your hands you could win under the default 1 in 100 and not even bother with opening it up?
@divinitywolf3: That is definitely not a glitch but it is somewhat weird. If you really want mind blowing then on the same level place the cannon at L10 facing right.
I love the concept but some of the balancing seems off. The boss of level one is a bit ridiculous, taking out as much as 3/4 of my health without allowing me to so much as stand. Level four doesn't allow you to block near as I can tell, thus making it near impossible to sustain the full health that makes some rooms endlessly easier (I'm looking at you Digman). And once it is gone you have little hope of seeing it again until you die. I know classic games were generally harder, but this seems to be a bit much.
Bit of clarification on my comment 50 some back (if by some miracle people read both). I meant being like 15 levels above the expected level of that specific area
Also 14 ends up being far more tedious than I feel like you intended. Starting on the left and then removing the platform where you used to start on the right would make that level so much more bearable.
Is there any distinguishmentment between which character is "you" because there is one level that I was stuck on for a while although in the end my initial approach worked. The only problem was that it was a scrolling level and the camera didn't follow the one I needed it to.
The update helped some but the game still gets pretty ridiculous before letting up, and then when it does it drops hard.
I think it would work best that, more than finding new enemies, the enemies would scale with you (as in ones you find later are stronger, nothing about your level effecting them). Then when you are level X you get the perks of ignoring defense, thus allowing some exploration early and won't hinder the end game. Then maybe you could have the enemy colors be fixed based on their strength tier. Also it would help navigation some if you included teleportation and showing where doors were (in live play, I realize they still show on the map)