I'm surprised Tasselfoot quality assured this. Unless you're a relatively new developer. Although I found your other game "Destination Kepler" way more polished..? Maybe there just wasn't a budget to make more out of this game or something? Honestly it's not very well made, and doesn't even live up to the standards of the prior games. Seems more like a half-hearted discount/rip-off version made by people who don't get what made the original games great in the first place. The only good part of the game was the newspaper pun at the end, but that doesn't make up for a bad game. So the best I can do is 2/5, sorry.
Here's what I did to get hard badge: Buy 2 height, 1 width and 1 band. Only use fuel taps to adjust to platforms. The main goal is to get high. Restart until you get at least $3k on day 1. I got $5k. Buy 7-8 height, 3 radar, 1-2 e-rockets and 5-6 fuel tank. Put spare money in width+band, then left+right rocket. Same strategy this time, but use e-rockets as soon as you don't have an easy path upwards. This should get you to the moon. Hopefully you got at least $5k. Buy 4 Fuel suckers. Buy extra e-rockets if you got more than $15-20k. Invest spare money into launcher and rockets. Same strategy as day 2. It's okay to use 2 e-rockets to get to the moon, but with fuel sucker and radar, it should be possible with 1. I got lucky and got $50k on my day 2, which made it a breeze. But a mate did it with $8k without too much platform luck, so don't worry too much about day 2's gains. Expect many restarts to get it done. Good luck!
Compared to MoneySeize and Meat Boy, this was easy enough. But I think it was a pretty hard hard badge still. Some levels had design flaws that allowed you to skip parts of it with abuse of the slightly buggy physics. I liked the concept though, and the pace of checkpoints was pretty good. Personally I found the game a bit too long, because the difficulty curve and challenges didn't change much throughout most of the midgame. It felt so long that in order to want to finish, I had to quit in the middle and then take a break from the game for a few weeks. I wouldn't have minded if a good chunk of the middle levels were cut out of the main game. 4/5
Okay, the point of leveling to 100 is to get the hidden villain. I tried with one of each class, one ranged and two tanks. But I only beat it with Ramback, Zena and Happinus Prime. Two Speed Shot gems and one Sharpener for each of the rangers and three Nano Health Gems for the tank. My stats: http://i.imgur.com/Jdbwr8t.png - I had 29k hp with the tank, but less might be enough. 6000+ tech seemed to help a lot since it only required two hits to get special (which both did decent damage and a knockback). 6k+ speed is obviously also very important to maximize evasion and hit chance. But even with that knowledge, it doesn't seem to be possible avoid a huge grind. A tip for organizing vault is to discard all base stat gems (including rainbow) once you have more than 3k stats or so. You won't need the stat gems anyway. Good luck.
Besides starting stats, I don't see how Flyrider could be better than Mechaman. Flyrider is faster and only hits melee, which means he'll get in front of the tank a lot. Mechaman always keeps a distance.
http://imgur.com/ywFnwJ3 Boss rush mode finished (barely survived)! This is what I did: 1st boss (rainbow), hold C in initial position and shoot right and diagonal. 2nd boss (rainbow), always stay between both eyes. 3rd boss (boomerang), stay near center to avoid small cubes out of sight and switch between top and bottom when it approaches. 4th boss (peas), stay near center and hold C to shoot at boss. Switch from top to bottom every time donuts launch. 5th boss (rainbow), when bouncing just move so it hits near you, then it can't angle directly towards you. When sleeping, try gravity jumping from one vertical side to another just before the Z's launch. Later it often tried to cheat when shooting waves, starting at the opposite side of its gravity. I just started on the opposite side of it and switched again after the first wave. When it cycles peas, just walk along the edge. Good luck!
I disagree - I love the daily changes. You can always reset your workshop build with the reset button, if you don't like your build in the new version. And this way, we'll quickly get to a well-balanced and fun game, with robust bug-fixes, happily reported by we, the eager and loyal players. No need to wait for perfection before releasing. Besides, it's a major luxury to have devs this active - since you'll know for sure that it's not abandoned. Unlike many other games on kong, which might not get updated for months.
Lost three gildings to a prestige. Tried refreshing the page, reactivating hobbies but no luck. They just require the same time as the non-gilded hobbies now.
Hardest part for me was finding the blue sliver, hidden in plain sight. Also realizing that some objects could be reclaimed and used again elsewhere. I admit I still don't understand all the pages in the book, but nothing a bit of luck and sore wrists couldn't handle I guess. I neither get what the torn page in the blue room was for, since I never used it.
Every 20th run or so, I get tons of ArgumentOutOfRangeExceptions, when starting at 900 speed in hardmode. Then, no tunnels show up for a while until it fixes itself: http://imgur.com/kNmzJHR
Interesting! I'll look into it but no promises.