Total 1173 merging highest level scores for Adrokila, Azuki, Lewellyn, perolo, Physcher, and me - 1:12+23+21 2:21+16+17 3:40+32+44 4:15+23+22 5:10+13+19 6:17+17+29 7:16+15+20 8:31+27+16 9:20+29+16 10:24+48+27 11:24+38+26 12:38+47+50(38) 13:30+26+45(36) 14:30+33+24 15:16+34+32. The two () are more reasonable. Each unused piece scores 3; cannot be any remaining to end level. Open "Fin" to receive the Hard Badge.
This is a poor top-down shooter. The enemy rarely damages without contact. And only the rocks can catch you. The description is wrong. You can't upgrade everything - want to upgrade movement speed to outrun the rocks. Prices discourage specializing - can purchase everything at a level without affecting how long until can afford the next level anything. Customizing weapons was nice because the defaults are terrible, but drawing system is annoying. Turn arrows are in way of selecting other weapons. Can improve fire speed more by building low Energy Consumption weapons than by upgrading Recharge. Can exchange weapons full price while upgrades are permanent. Hard Badge is for starting Wave 40, not completing it.
Nice design ruined by bad controls and programming. While key presses are never responsive (especially changing to Yellow), lag increases while playing. When the game becomes impossible (too slow or character moves on its own), refresh the browser. Might seem too fast for a few minutes - won't last long. Hint: If you get stuck, you forgot to use Yellow's teleportation. For bosses, stay invisible L-S until he appears close, S-J-SPACE-L-S creates ice. If he hits the ice, S-K and spam SPACE until he disappears, then L-S and wait.
Missing instructions: Collect souls to build. Blocks specify how many souls are needed. Toys drop where the carrier died; you need to collect them. When a carrier dies, immediately press SPACE to collect toys and souls, and to build. Grind through all levels to gain all blocks. Then repeat losing no toys to get Gold for the Shop. Gold for Survival is surviving 25 waves with at least one toy. Hint: A column of Perfume blocks keeps all but the fastest non-boss demons from moving forward.
Keyboard game requires mouse; SPACE should "Try Again" and close the dialog screens. Dialog is only audio; text should appear on screen for playing without speakers or sound; and needs a Mute button.
Well designed and fun (although typical) platformer puzzle game. Violates the basic rule that a keyboard game should be fully controlled by the keyboard. Even after 40 levels, I still expected SPACE to "Retry Level" and was frustrated needing the mouse. The scoring seems arbitrary because the requirements are not specified. Some levels felt quick, but received a B. Was I off by one second or much more? The game should tell the requirements for an A. Jumping was inconsistent - sometimes large jumps, sometimes failed to activate at all - but didn't kill the fun as few levels required precision.
Unoriginal and poorly developed. Did anybody notice the stars to be found? This game lags horribly. By the last level, the game is very slow and hit detection fails often. Refresh! At least refresh your browser once after level 14.
A Hedgehog Launch clone with bad interface: 3 upgrade screens are buttons at the bottom with START in the center while "close this screen" is at the top. Skill slots are granted by the "Evolution" screen but Skills must be chosen on the "Attributes" screen. Skills may require writing down your selections before trying to choose them in the game. The Badge is only granted when receiving the Reachin Pichin award, which is only granted the first time the ending movie ends and the credits start; better would send the Badge every time the movie starts.
Good game to run in background; not good as an idle game because often need to start it again. Use your best troops, click Assault, and grind until you need to pay attention for XIII, XIV, XV, and XVI. Find a level to stalemate and let run overnight - I used XIII(normal). Upgrade Guild, Altar, Shield, and heroes/troops. For XIII, MeteorBlast the Black Goblins. Constantly Shield other levels. For XVI(epic), I used Popo, Goblin, ForestHunter, Simon, PhantomGhost, MadBull, Kara, OrangUtan, Sylph, Shield (killed big ape just before castle died)
This game could be improved so players understood what was happening. The missing instructions: The white areas are only cosmetic. "If you get hit, you're invincible for a few seconds (while your character is darkened), and then you go back to normal. If you get hit 5 times you lose." - 2DArray. The End-Level screen needs Retry Level and Next Level (when available) buttons. The game screen needs the Level Name, Remaining Lives and Level Progress indicators; use seconds for Infinity Mode. This game is very CPU-dependent. On modern computers, don't bother shooting or trying to finish Level 4. On slow computers, you can blast a path.
This would be a very good game if the bugs were removed. Creeps walking through walls - directly over a tower. Not being allowed to place towers for "blocking the path" when a 2-lane highway provides an alternate route. The "Lose" screen often won't go away. And Stages don't end when all creeps seem killed - happened on #49 (twice, won on third attempt) and #44. At the end of #44, I sold towers to build a sniper-mega with 2 range-megas. The sniper-mega [Damage 936, range 537,600] started shooting the top right corner. Stage 44 finally ended 20 minutes later.
Fully upgraded, "Too much pressure" is at 2500. Nitro pushes ~130 so save a Nitro for use at 2470. You may need to use Nitro earlier to not run out of fuel.
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The game's major flaw is the Kongregate link on the game screen - opening a new window while trying to use the bot will destroy the chance to do well. Bad enough clicking the Menu button by accident (which only pauses) and trying to see behind the huge HUD (which is difficult to read). My win was $145K and all trophies totaling $306K after taxes.
@Zeropromillo I complained to the dev about stage 49 not ending weeks ago. @Everybody, the dev used the simplest targeting: When creep created, add to end of list; shoot at first on list. Prioritizing so splitter children come before later waves and ghosts are added to the top of the list would be semi-intelligent. Better would be prioritization by measuring distance to exit and divide by speed; recalculate if path changes; shoot closest to exit; with ghosts' priority divided by some number.
@Bakstaine This game does not deserve an Imp; didn't deserve any Badges but Kong gives Badges based on the earliest ratings. Many Hards are much more difficult. Anybody who survived Balloon Invasion's Imp and Papa's Pizzeria's second Hard will find this game not much worse than achieving both of those again a few times. (I highly recommend this game to narcoleptic players.)
I should've waited longer before playing again, but others claim the problems were fixed. I refreshed the window before starting Stage 40 "Shut Down". Killed everything. Next to "Next Wave" is an empty black box. Score 10260. Lives 20. I could sell, build, and pause, but the stage would not end. Again.
greg should've waited until the game had been tested. The "lose" screen not going away so you need to refresh is annoying, but Stages not ending after everything is dead makes the Imp truly impossible. I'll try it again in a couple weeks to see if the dev has fixed it.
Sorry for any problems. At Kong's recommendation, I added the Mochi preloader. Kong's blocking Mochi made the game not load sometimes. I wrote my own preloader. Game loaded, but wasn't reporting High Scores. I spent the last 2 days programming so the preloader and High Scores both work. Seems fixed now. Also added a "Reconnect to Kongregate" button on the Credits for emergencies. Please post here if you still have any problems.