How to win with Insectosaurs: slowly bring up your money by only sending your own units when your enemy's units are very close to crossing, so your attackers get inside their range. When you have 1000+ cash, spam pretty much anything in a single lane to win.
Also, on 25, you can achieve an alternate suicide by pushing the bomb block to left until it falls once, then pushing the regular block about 2.5-3 squares left and then shooting it twice. You should then be able to jump over both of them, then jump and push the bomb right so the regular one falls on you.
I would kind of like an easier way to make a deck to upload instead of having to grind to get the specific cards you want, then beat the whole round, and only then upload.
I think the secret to winning this game is as soon as you hit the 4-5 smash mark, your strategy should be to meteor strike to get to over 300 speed, and then use remaining smashes for hell raisers. Hitting the ground makes you lose half your speed. HALF.
Oh god, another launch game. Listen, if you want to make a launch game that's fine, but you have to improve on the concept. That's what Burrito Bison did well. For one, in this game there's no real sense of speed in my opinion, and also there's no animation difference between hitting the ground and hitting a creature. The 2.5D graphics would be cool, but they need to be less basic. There aren't any real statistics on the UI, even speed is an arbitrary meter wit no numbers. WHY? Many of the upgrades feel arbitrary, and since the distance meter keeps changing there isn't much of a sense of accomplishment. Also this game spends way to long in what feels like the basic stage of being near the ground and dying if you don't hit something twice in a row.
a few things- the formula's right, needs more levels and maybe a survival mode, maybe with more difficulty settings. also, you can see miku's underpants when she does her special.
Continued- when you get a new equip, it should compare ALL stats and not just the one the equip gives bonuses to, e.g. if I'm going from a mystic to a slayer, I should see that I'm losing a mana bonus. Speaking of which, why do so many chests/stores give you the starter equipment? It would be nice if it ended the mission as soon as Ziva does her pose thing, because there are a few seconds where she's immobile, having ended the mission, but enemies are still attacking her. Level design could use some creativity, if I'm being frank. Also, I would prefer to see less weapon choice and more effort on attack patterns for both Ziva and enemies, because this is a side-scrolling platformer at its roots no matter how much RPG you try to stick into it.
OK, all of the issues... by double jumping and holding the direction of the wall, you can wall jump over anything, even the edges of the stage. It's annoying that after the first time using a keycard/keycrystal slot it still opens the speaking window if you don't have it, instead maybe a little notification or thought bubble might be better. A minimap would be nice, but not super necessary. All enemies (that I've seen so far) can be killed by either holding down the mouse or hitting twice, stepping back, hitting twice, etc.
if you use a glitch to get your Acrobatics skill up to 200 and have a slow computer, go to a fight where you can fall off the edge (in either direction) and one-shot the enemy with a spell (or wear him down so you can one-shot him). set the graphics to max (minimum performance), because the next bit is easier with lag. fling yourself off the edge, going as long as you can without dying from falling. it is possible for the opponent's full turn to be completed and you still have time to pull off your spell, killing your opponent right before the game realizes you're dead. tricky, but awesome.
a couple of hints for the main game: play a slow build up. don't play your big spells until you have at least 5 arcane power. also, save your counter cards: elder thing, dispel, blessing of hastur, and sacrificial lamb. Byakhee is all but useless, Elder Thing should only be played in a pinch, Dimensional Shambler is pretty good, Shoggoth is the best if your opp. has a creature. don't be afraid of insanity, but don't go crazy with your high-cost spells; if you're on the verge, wait a couple of turns for an Arkham Asylum.