Seeing as this is an expansion pack without significant gameplay changes... why make us play every level twice by resetting xp and disallowing hard? Completely unnecessary.
On the 'thief' level there are invisible blocks to the left just outside of the screen. You need to jump left, then left-right-left -etc until you get above the screen.
far too much luck involved, just retry retry retry until the guards all happen to walk in such a way as to make the badges possible; an extremely tedious process or waiting and hoping. The player needs more tools to allow for counterplay, such as knocking on walls/throwing cigarettes etc to influence guard movements or simply being able to subdue guards when approaching from behind.
I got extra stars on 1-10* a 2-1,3,8,9,11,12,13,17,18,20. Usually it's just a question of destroying the wooden block with one ball instead of two using a rebound or some other method. Fixed: 1-10 not 1-18.
I got extra stars on 1-18 a 2-1,3,8,9,11,12,13,17,18,20. Usually it's just a question of destroying the wooden block with one ball instead of two using a rebound or some other method.
achievements are such bullshit... well DONE! You clicked the mouse! WELL DONE! You completed level 1! WOW! In the process of completing level 1 you CLICKED! YOU ARE FANTASTIC PLEASE KEEP PLAYING I BEG YOU! IS THIS GAME REWARDING OR WHAT XD! ... Huge turnoff
apologies for posting unconstructive criticism, not sure why I'm being a snob. Honestly I just look down on the gamers, not the game makers. But hey it's personal preference, I guess.
I dislike games that fetishise cheap upgrading hooks over gameplay and this growing 'launch' category is a serial offender. This is a particularly weak and exploitative specimen.
Although I think this is a fantastic game, with much more depth than others of this RTS subgenre I've seen, the grading system needs a lot more transparency. Winning level 30 in 37 seconds isn't enough for even two stars - are different levels graded on different criteria? I think basing scores exclusively on time would be best with perhaps a second campaign of an alternative form (e.g. defense/survival; how long can you last against an unbeatable foe) scored differently, to reward those who favour a slow build playstyle.
In the meantime, dev, it would great if you could reply to the top comment on the scoring system with a brief explanation of how stars are allocated for those of us who are considering continuing to play past completion and optimise a few levels.
from level 1 to level 30 the gameplay doesn't change. Defeating every enemy requires one of two very simple tactics; walking in a circle firing inwards or zig-zagging backwards and killing the approacher. Player development and equipment choices don't have a sufficiently significant effect on gameplay to create any real variation in strategies or playstyle. Altogether this makes for a very dull game. I hope that if another is made more consideration is given to enemy movement and firing patterns, perhaps with small bullets but increased player movement speed; I've seen the isometric rpg bullet hell model done well in a Japanese downloadable freeware game called "Jabberwock", recommend giving it a try instead at (I think) murasame dot com
I do really enjoy the core mechanic and it's a polished game, just missing the 'next level' button as others have said, but having played 1 (and 3?) I was able to do this without any thought and getting the badge felt more like a mechanical slog than a challenge. The finicky undoing of errors, small size for the third level set (no scaling with browser zoom! Lots of yellow on white!) and requirement of a lot of precision clicking prevented the game taking on a zen quality some simpler puzzle games acquire. Adding another mechanic would make the game more deserving of the 'puzzle' tag; more of a brain-teaser and less of a finger-mutilator/eye-strainer.
@WinterTrollKin: "How hard is it to make a game scale to zoom? Seriously unplayable on anything other than a TI84+."
Right click. Zoom in. Zoom out. Now it scales.
strangely the lag issue is fixed by running another fullscreen game minimised in the background.
Overall the level design doesn't seem quite as inspired as N+. Got a little tired of the generously used 'get the key than back again' theme. But still an excellent game that would probably be much better rated if not for the excellence of its predecessor.