drill vibration is for the strange gloop. without it, the gloop spills out more often before you can reach it. plating is for taking heat damage, from lava/gas explosions/high drilling/env temps.
well, hows this for a theory on why multiplayer games get rated high: They add a pvp badge/quest/reward/challenge, and the weaker players must rate high to get newbies to join and pwn them.
there's far too many levels in this pack that require precision drops to get the items to get just the right amount of impact in the right spot. The fun is in the puzzle, forcing endless retries to get an item to hit at the exact spot with the exact impact strength is just frustrating. just because some people intuitively share the same "common sense" as the level designer and place the items at the exact spot on their first tries doesn't make it a good design.
The sounds are a bit off, they don't sync well for some items. Also gets a bit annoying to hear the guy as well as wait for him to finish speaking before the next item appears. Maybe include an option for fast mode?
oh god its worse than i thought. THE BLUE BALL CAN END YOUR GAME TOO. lvl 9 just screws you over because there's a secret star that you can miss just because your blue ball grabs the flag right as your red ball is near it if you position things wrong.
the attempt counter and penalty for later attempts is kinda a horrible idea, especially when you combine it with secret stars. means you have to keep shooting the ball all over the place to find the stars and anxiously get ready to stop right before the ball hits the flag. This is worse when the star is near the flag cause you have little time to stop the ball. It doesn't really make sense that the penalty only occurs when you let the ball touch the flag anyway, that just tests whether people are paying attention to how the score is calculated and whether they are willing to keep spamming restart right before the ball hits the flag.
Please fix the bug, having to restart all over again when it happens is >_<. Its happening in your main loop, something to do with scrolling the screen when it tries to delete a sprite i think. Its causing some of the skills like firemountain and whirlpool to just zap your mana and do nothing.
to clarify, i'm not talking about the lifespan, when a unit lifespan is up they fall down and die with a death animation. Here they are just disappearing suddenly. Same with the skills, I click firemountain and 500 mana goes away, but no mountain appears at all.
is this a bug or is there something about lvl 28 that mysteriously kills your units and prevents you from using some skills like fire mountain in enemy territory?
I don't think I'm playing this right... The instructions keep telling me to move away from the enemies to give myself time to build an army, but I can't get them to move without wasting 60 mana on waypoints, and for some reason its easier to win without moving anyway...
Lvl 3 isn't loading.
ArgumentError: Error #2015: Invalid BitmapData.
at flash.display::BitmapData/ctor()
at flash.display::BitmapData()
at Game::MainGame/initGamePlay()
at Main/gameEnteringLevel()
at Main/goPlay()
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at MainScreen::TelaMaster/finishTweenIndoJogo()
at flash.events::EventDispatcher/dispatchEventFunction()
at flash.events::EventDispatcher/dispatchEvent()
at fl.transitions::Tween/set time()
at fl.transitions::Tween/nextFrame()
at fl.transitions::Tween/onEnterFrame()
Yep. Your system does not support the creation of another BitmapData with the dimensions that this mission requires. The size of all the maps are in line with the specifications adobe gave to me, both in dimensions and total number of pixels. Refer to their documentation if you need more clarification on how to solve this issue.
Have just updated, the bug has been found and sorted! Hopefully everything will be working now :D