2 issues I've come across, for you to check out (one could be my misinterpretation): 1) I've used GlueTron bombs consistently to get through levels, splitting as many as 35-40 at a time, and I've gotten neither award for splitting them. Second, "Olderskool" 250k points - the leaderboard from Mochi lists #1 at 239k... "Oldskool" would still require you to hit level 19-23 reasonably to achieve it, and would be doable. Just food for thought.
"You cannot survive" you say to the non-shooter gamer who just made field marshall on a first try before the laptop and boredom forced me to stop with 98% HP... tone down lazers, improve rockets, add more enemies. That'll... help. Could be good, it's well set up, but some coding could cut back on lag, as well.
The Lord of Hell Ground Pound:
Will activate if there is a non-titan unit of yours on the battlefield. It hits your castle as well. NOTE: for returners, the DEMON is considered a NON-TITAN UNIT and if you have one attacking, he will GP.
More news for those who are losing: start level 5 (part 3, factory 1) repeatedly until the metal barrel contains the magnum. 1-shot for red pests, and it kills everything quicker than an uzi if you've got a quick trigger finger.
For those having trouble with the last boss... and I'm surprised no one said this already... spam 20-25 grenades and he dies without touching you. That needs to not be possible. Hoping, however, for a guide to the hidden spots and the upgraded pistol in the game and perhaps an explanation of the "Dead Shot" achievement on Kiwi, since it doesn't seem to work with shotgun/grenade/missiles and all other weapons (except the pistol) fire off multiple shots, causing an automatic miss...
The game is truly brilliant, but there is one glitch on level 14 that caused unnecessary frustration; in the proper application of fan and steam movement, there is the possibility to have 3 steam clouds encounter the smoke detector, setting off the ball-drop and failing the level. Resetting the power (i.e. running the same setup twice) seems to work, but the score loss as a result of the game glitching... is frustrating.
The game does have a few issues - glitches (hit area) and such, but it's really not all that bad. Please, pleeeease add a pause and mute.
Tornadoes, fyi: they don't kill you.
@ Marokoram--That's because the realist is only taking one of the dice. It's splicing 50 instead of 100, not taking the full amount. You can do the same by clicking on a specific die you want to bank.
It's a lot easier once you realize that you can hold a single die out of a duo or trio of 5s or 1s, as this allows (as the realist is supposedly programmed) a higher chance of more free rolls.
For the creator: I suspect that Cautious and Realist have been switched in your code somewhere. Cautious has been playing extraordinarily brilliantly, and Realist has been taking gambits of 350 with only 4 dice taken on the table, when probability lends a greater product of probability x chance than 350. Something worth checking out, although I don't have the time to copy the code to you at the moment.
You know it's a zilchfest when...
You lose a roll of 5 dice 6 times in a row.
Both you and Cautious have -1250 or fewer points.
You zilch 7 times consecutively without having a chance to bank 300.
As a result of the knee-lock kick, the "Impossible" badge can be completed nearly without getting injured... I don't intend to do it again, as it's tedious to kick each opponent until he dies, but you (Kongregate) should know that this badge doesn't hold as much difficulty as some of the others...
I really do enjoy this, for some odd reason, but I think it's important to expound on the following:
Bugs:
1) a dead man can kill you (kick/slice/throw with his head cut off)
2) spearmen who die mid-stab will drop 2 spears even though they only have 1.
3) a pairing of archers + 1 swordsmen can have a kick/arrow combo that will not allow you to move.
4) Your character doesn't always turn to face the enemy so that you can attack.
5) in close quarters, you can be kicked but can't always attack.
Bosses:
The third boss was harder... by far... than the fourth or fifth. Put them in order; the kick-stuns from out of sword range increases his difficulty dramatically.
The second boss, however, deserves kudos: it requires a thought process; select a distance, pick up a spear, time the throw, etc.... the rest simply rely on better reflexes/distancing and could use some more innovative work. This could really be a decent game with some work.