Enemies have to much HP and to little ability, all you have to do is click constantly and move left and right. Then it takes 5minutes to kill 63 enemies in 3rd part without being hit yourself a single times. I rather had the enemies die a bit faster but being able to do something against you if you used such basic moves as I did.... Now its just a clickfest
All Weapons are too OverPowered, making this game ridiculously easy, switching weapons lags terribly, but if you bought and upgraded all your equipes you dont even need weapons anyway.
Tip for people trying adventure mode: If you can't seem to figure a map out, skip it, and come back an other day... So many maps I got stuck on, came back the next day and solved them in under 5 minutes...
I feared 2-6 because 2 of the first comments were that saying that they couldn't not splash them, but it was rather easy.
Spoler: Make a right turn, use splitter downwards (skip one space), beam going left: Make 2 right turns and use an other splitter right infront of the top space shuttle, middle beam (of your first splitter): Ignore, right beam (of your first splitter): use your third splitter immidiatly after it, Right beam (of your second) splitter: make a left turn at the bottom space shuttle, left beam (of your third splitter): make a right turn immidiatly after the splitter.
The llama fights are rather iffy... You so randomly lose at times... Sometimes by a super attack right off the bat, sometimes by your llama not doing anything for half an hour <
Yes, llama fights are even if you upgrade them random battles, if you fully upgrade your llama you have more chances, but still you can have bad luck! :(
I got the feeling those success percentages are way off.... Been keeping track of the succesrate of my quests with 50% chance of getting the first loot... Turns out its about 10% succes for me... either I am very unlucky, or those % are bull <
You should get a higher succeschance when you barter an item from the same family. "I dont have that axe, but have this axe instead" seems allot more plausible to happen then "I dont have that axe, but here is a nice sturdy shoe", and I feel that should be reflected in the game as well.
The first game felt more forgiven, with the leader position being taken over by allies if he died.. or am I just remembering wrong < its just annoying that the leader dies and rest of the soldiers are still at full health and then its end game <
Loved that I saw some of the feedback from part 1 back in here, such as the designated boxes to make the 10's in. I'm guessing the next step is using the different tones that you get from clicking the numbers to make melodies, kind of an extra hint to give a new way to get to a solution, rather then doing boring mathmatics :P
Ranged units are OP, they shouldnt have knock-backs at the very leasts, if either you or your opponent summons all ranged units nothing can get close anymore.
The Watchtower of the batking is lobsided... First floor I turned half a circle counterclockwise to go up a level, 2nd floor I have to turn half a circle counterclockwise again...
maybe for a next dibbles one could start out with like 100 dibbles in level 1, and howmany you safe get carried over to the following level each time. Forcing Dibble Management throughout the entire game.
Yes, llama fights are even if you upgrade them random battles, if you fully upgrade your llama you have more chances, but still you can have bad luck! :(