Currently, the only way to see how many moves a box takes is to go back to the menu screen and mouse over the level which made the box. It would be better if I could see that number in-level, when mousing over the box.
Autosave is bugged, it didn't save my game. I had been playing for a while, too. I don't think I have the heart to play through the game again to get back to where I was.
Please add manual save.
Hi, can anyone help me? I'm on the screen where you push a button and a rock falls down and blocks the path to the entrance and some enemies shoot green goo at you. The enemies killed me and I respawned next to the entrance, but now the rock is blocking my path forward. Is there anything I can do to move ahead without having to restart the whole game? Thanks!
Great game! Although, I would prefer the coins and the corresponding areas to be very different colours, like red and blue, so I can tell apart the target areas more easily at a glance. Maybe it would take a little away from the aesthetic value, but it would improve the gameplay.
I agree. There was a lot of struggle with the balance, keeping the game looking "pretty" while keeping things distinguishable. In the end I think we should have changed the visual style more to fix this. Thanks for playing!
Level select menu should have a link to the main menu. Also, for freeplay mode, I'd like to have infinite sugar to draw whatever I like. Lastly, as many many others have pointed out, a fast forward button would be nice.
TO ALL WHO LOST THEIR PROGRESS: This is what you do: Close your browser. Find the folders CoverOrange_PP3-2.swf and CoverOrange_PP3-3.swf in your computer. Then copy the contents of CoverOrange_PP3-3.swf to CoverOrange_PP3-2.swf. Voila!
I don't mind so much that the game is based on luck; many games are, and they're still fun. What gets to me is that fuel gets depleted in the air *and* that you need to land a combo in order for it to count *and* you can die while in the air. These three together make it really unfair, because they make the player lose when they go for a big combo. You're basically punishing the good players. You should have done one of the following instead: 1) Fuel doesn't get used up when in the air OR 2) If I'm in the middle of a combo when fuel is up, wait for me to land, then if my points are enough to level up then level me up otherwise game over OR 3) When fuel is up and I'm in the middle of a combo, determine if my points up to that point are enough to level me up, then level me up (preferably while not cutting off my combo).
Yup, that switch is just a decoy for the player. You have to find another way beyond the rock!