Did I say 5 times? I meant 15. Plus, when there are 20 guys on the screen, you can't see the stupid hits coming on the floor! So bad - this went from 4 stars to 2.
The final boss is so poorly designed. His attacks are too fast. It's not an issue of my reflexes: my character walks too damn slow to outrun the shots, even if I see them coming from a mile away! Even if I've got the magic shoe drop!!! In a game that's supposed to be based on skill, I shouldn't have to replay the boss 5 times just to get the one lucky time his hits don't connect.
Another great addition would be a "stats screen" for each worker where you can see, for example, your total % chance of duplicating an item, or the total number of days each worker has been used. It would add a lot of depth and replay value!
There should be at least a slight bonus for suggesting items of the same type - like 5% bonus if you suggest vambraces for demonic arm guards. Like in the first game!
Maxed chain lightning wizards are a bit OP... but I'm not complaining! It's nice to fry all those monsters that were terrorizing me only a few maps ago.
Ignore my last post: this one works! Just tried it. How to beat Lvl 53: Wait til you get about 19 jellies in your starter, then send them all to the red fort (which should have 2). Send a stream of 5-7 2xjellies after it to be sure you capture it. Rapidly build only 2 of your starter barracks to lvl 4, then start attacking red's weaker barracks when they are only at 5-10 jellies (he will be wasting jellies on your fort) and try to take over his main barracks when you can. At this point, black will have taken your third, unclaimed pot and turned it into a lab. Let him upgrade it to waste his jellies and save yours. Then, when you have all 5 barracks (your 2 + red's 3) vs black's 4, start sending jellies to the lab. Since black has nicely upgraded it for you already, aim for 50 and start taking over his stuff. Or go for freeze/poison if you can't afford 50 yet. After that, he's easy pickings.
How to beat Lvl 53: Wait til you get about 16 jellies in your starter, then send them all to the red fort (which should have 2). Send a stream of 5-10 1xjellies after it to be sure you capture it. Rapidly build only 2 of your starter barracks to lvl 5, then start attacking red's weaker barracks when they are only at 5-10 jellies (he will be wasting jellies on your fort) and try to take over his main barracks when you can. At this point, black will have taken your third, unclaimed pot and turned it into a lab. Let him upgrade it to waste his jellies and save yours. Then, when you have all 5 barracks (your 2 + red's 3) vs black's 4, start sending jellies to the lab. Since black has nicely upgraded it for you already, aim for 50 and start taking over his stuff. Or go for freeze/poison if you can't afford 50 yet. After that, he's easy pickings.
On level 4, after I got the badge, I just decided to screw around. I clicked constantly without aiming, so the game didn't have time to count a miss or hit before I fired the next shot. This way, I built up a screen of 1000+ balls! This is even though the instructions say that 100 is the max. The funniest thing is that the counter resents after 999 so that 1000 looks like 100. Just another sign of bad and lazy programming! 1/5
Awesome game. For everyone stuck on harder levels: don't bother with melee units! They are severely underpowered. Just lay down as many fully upgraded shooting towers as you can and rely on reinforcements for emergencies. Also saves you on upgrade points to avoid the melee tree.
The movement system is novel and interesting, but it's definitely not good. Stop apologizing for crappy controls, just acknowledge that they at least tried something new.
We'll pass this suggestion on to the team.