That dance: totally worth the 500 gems. I'll bet coriander couldn't do that. Dunno, I think coriander is just a gold digger, that's what I think. Pirate peach doesn't use up all those resources, and when she does ask for something she works for it. And she appears to wander around in some sort of a bunny thong. Shoulda married her, not useless ol' coriander. On the other hand, seeing as I'm the owner of the island, I'm pretty sure that means I make up the laws, and therefore I could just declare polygamy legal and take em' both. Double the sandwich making capabilities.
Heck yeah, finally got the impossible badge. I blew through every other level using a tactician with liberal application of particle launchers (I love those things), but A5-B3 took a number of attempts. Speaking of which, doing that level made me realize something; SETA devices need to slow everything, including enemy fire rate, because right now if you hit secondary fire while a boss is busy filling the damn screen with bullets it causes all of them to bunch up really tight and become almost impossible to dodge. Just equipping a bunch of graphics intensive weapons actually ended up being superior. Oh, and one other thing; if you destroy enemies when they're barely on the screen they don't drop coins. This is very annoying when you're using before mentioned particle launchers and enemies are flying at you from the top of the screen, as you destroy most of them before they get on enough to drop anything.
Wow uh...so we drug her drink when she isn't looking? That's just a little morally dubious. Maybe cooper just needs to get better at wooing the ladies. And how's that poor chick going to feel when she just spent all that time puking, rinses her mouth, and comes out to find she isn't even going to get laid? And who the hell was her mother if her father was that monster lookin' guy? And how is that woman from the shop qualified to be running such a thing if she can't even identify a local mushroom? And can't we just stab that douchebag if he tries to capture us? It's one vs. two, how can't two young adult males kick his ass?
OMG, I totally did it you guys! I successfully completed heart surgery, and in less than 6 minutes to boot! I'm even beginning to master this whole 'fine motor skills' thing! I mean, severing his arteries was somewhat of a challenge; doing so was still really more so just kind of dragging a scalpel around his chest and hoping something happened, and his ribs appear to be irreversibly shattered, but hey, I'd bet that's better than the stuff that would wind up happening in some "hospitals" in mexico, and if it's good enough for a shady discount mexican surgeon who may or may not simply harvest all your organs and sell them off, it's good enough for me!
Ah, it's ok little fellow; don't worry about her. There are a whole lot of other, uh...little, blobby, vaguely anthropomorphic purple things...out there to meet!
Oh, and anyone else notice that level 3 is, like, really disproportionately difficult? Seriously, I have 3 diamond stars on both level 4 and 5 at this point, and yet I can hardly even beat level 3 on "very hard" setting.
6, 6 6, the puddle of the beast, hell, and fire, were born to be released...uh...sorry, I do that a lot. Anyways, while this is obviously pretty good, I still have the same problem that I had since I 1st played this on ArmorGames; the combo of not being able to tell where you'll be able to place towers when placing a base-type one and the inability to sell towers back for full price during the planning stage results in regularly being forced to restart and completely re-place everything just to move one tower.The latter stated factor's fix is as easy as letting us sell towers back for full price during the planning stage. It's not difficult or complicated, it's just common sense. The one about base/tower placement could be fixed by changing the overlay when placing a base to indicate both area of effect and, possibly in a different shade or color, spaces where towers can be placed.
Oh god, so many sarcastic comments are bouncing around in my head right now. All I can say for sure is that you have to be careful with games like this right here; you've probably set attitudes towards protection back by about 10 years. "Do you have a condom?" "No, but it's cool, there's no way my sperm will make it past level 26..."
Wowza, quite an original idea. The accuracy of the percentages is questionable, as I've had some pretty un-perfect looking completed folds that still told me I had 100%, and to be honest, while, again, the idea is quite original, it's still not exactly the most exciting idea I've ever seen. I could fold paper in real life...and there's a reason I'm not.
Alright, the one problem I'm seeing here is that the tactician is far and away the best ship available. Why is that? To the left of a boss's health bar you'll see a little timer that counts down as you fight the boss. When it hits zero the boss loses a section of health automatically. It's just as easy to let them die than to try to kill them past the 1st or 2nd boss. Of course the limited # of weps that the tactician has is perfectly sufficient to kill off any enemies you'll face, especially due to the presence of the targeting lasers wep, and if you really want to try to kill off bosses yourself you just stack the + damage to bosses and + secondary damage attachments. There's no reason to use any other ship; a couple weps can't make up for everything the tactician has. Also, I'd like to see is a small circle around our hitbox to show us the zone in which we'll begin 'scraping' bullets; it's annoying to have to just guess while you're dodging all over the place.
Jesus, I'm hitting, like, 40 friggin' balloons a run, how the hell is 4 less supposed to help me? On top of it they reduce your speed by a percentage, which results in you spending a whole lot of time just slowly rolling along the ground, barely moving. That isn't exactly fun.
Idk, the balance here is even more off than the first one. The enemy functions in an even more erratic manner and, like the first, apparently isn't saddled with restrictions of any sort. They just make units based upon some pre-created script that seems to pay no regard to the rules we're forced to follow. Also, speaking of balance and resources, the kind of resources required for units makes no sense. Random units in the same class will have completely different requirements. That wouldn't be an issue except, for example, our primary melee unit, warriors, require iron. That makes almost any other unit that requires iron completely obsolete. This leads to far less strategy and far more just spamming whatever units are compatible. Maybe I want to make archers and warriors but, too bad, it looks like I'm making warriors and healers because archers and warriors have overlapping resource requirements. The whole thing just appears so very poorly planned out...
I'd try to offer constructive criticism, but honestly I'm not entirely sure what could improve this game. Granted, that's also partially because the physics puzzle genre is pretty straightforward, but still. I suppose that my only question is whether or not there's a button to stop drawing a shape prior to finishing it. If there isn't one there should be.
Cheap, heavy melee units (armored brutes) and the strongest, most expensive ranged units you can find. Plus a goat bowman. I love the little goat bowman. I've never seen another one aside from the original one that I recruited, and he regularly heals all your units for 1% of their health (I'm guessing it's every time he shoots). That amounts to a lot of healing over time when you're using units with 2 and 3 hundred health. He also deals out a sizable (for ranged units) 4 damage per second. I'm sure that's why I've never been able to recruit another one; they're sort of overpowered, particularly compared with the other options you're presented with to start out.
Yeah, beating every level is as easy as: set up a few towers for enemies to go around, set an anti-ghost tower near the end, spam the crap out of the send next wave button until you have enough money quickly upgrade one of before mentioned towers to a max level area burst, continue spamming send next wave and upgrading towers to area burst, watch while they wreck everything, profit. That's every level. On insane you might need to put a weaken area burst and/or a slow area burst every once in a while, but that's pretty much it. Of course a lot of that is because even when you hit "send next wave", it doesn't actually send the next wave; it still only releases a certain number of enemies at a time. Therefore, I can be sitting there for a good 10+ minutes just waiting for it to release all the enemies I told it to. Granted, you still get the money for having told it to release them, so it winds up benefiting you...assuming you weren't hoping to just finish the level quickly that is...
Well, I have the exact same thing to say about this one that I did about the last one; there is no point whatsoever to having an opponent. Seeing as you have little to no control over your own defences (picking up a forcefield is about it), literally the only thing that having a computerized opponent does is create a random chance to lose regardless of how few shots you've taken. We pretty much 100% only have control over is offense, so therefore why should our ability to complete levels also be based upon defense, something we have no say whatsoever in? Just like I suggested last time, if you allowed us to build our own castles or reinforce certain sections of it then maybe it would work out, but as it stands the opponent fighting back comes off as nothing more than a cheap, poorly thought out gimmick that in no way adds to actual gameplay. It's absurd that the enemy's accuracy and our building setup, two things we have no control over, play a fairly big role in our success.
Wait a minute, I could borrow 5 million from someone, not have to pay it back, *and* I could become a mysterious and powerful member of a posh private club? Sign me up!
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