I've been working with the answer (which I was given) and the question from level 46 to try and understand how it can be solved. Just to confirm, was it encoded with a homophonic shift cipher? If so... you expected people to pick that up from a ten letter sample?? (The person who broke it culled a dictionary database and brute-forced the remainder... not exactly solving the riddle so much as working around it!)
Reproduces here regularly. When starting from the title screen and using the "jump to" feature, putting in the answer to #31 launches question #33. WinXP/Firefox3.5
Difficulty settings could use a LOT of work. Level 1 can be clicked through without looking, level 2 is annoyingly difficult, and level 3 is easier than 2 (to me at least.)
Tucana's not that bad; put one mortar to cover the two right-hand pools, and one mortar each for the left, alternating which one is enabled at any given time.
Really bad idea to put a link to your homepage in a place where people will have to shoot on a very regular basis. Got up to 30k without using exploits, then got killed because of ONE zombie that hid behind the link who I couldn't do anything to.
Has potential. Needs to be massively massively reworked, as any single attack can hold off an indefinite number of rebels. Got tired after 2-3 minutes of shredding more rebels per minute than they hired actors in all six movies put together.
So after about 30 tries of level 11 (20 or so yesterday, and 10 or so today), I finally caved in and used the walkthrough. I almost never use walkthroughs on games. To my complete lack of surprise, I had the idea completely right, and was doing exactly what the walkthrough said to do. And yet for some reason, with 20 or so of those 30 tries being exactly that (the remainder being without the fifth leapfrog) every single run I make, the platform has never been high enough for the runner to jump under, much less *walk* under.
In the more laughable part, I found another solution to level 10; put two standees with a runner between them on the lowest level. Make sure the right-hand one is under where the bricks get moved to, and then its just a matter of you walking over leisurely to the switches and timing things.
Not experiencing any of the problems with buttons sticking or anything, but I do agree with people saying that some of the timing needs to be fine-tuned.
Wow, I thought maybe the fact that I hadn't ever played risk might make me not understand this game. But then I asked my boyfriend who HAS played risk, and we've both agreed that it's incomprehensible. Good game engine; horribly written initial setup and dice-rolling stats.
There has GOT to be more of a delay in the morale timer, and more of a sloped decrease in the "sudden death" mode. While I applaud both ideas, it maddens me that I cant get five seconds to figure out where my troops are before I have to start moving them. And it bothers me even more that I keep winning by morale when I'm just a round or two away from defeating the last enemies. Its somehow... a slight of actual ability, you know? Maybe x=x+1 every two rounds instead of each round right now? Sudden death seems to kick in at a fairly good point overall though.