Spares dispenser does not heal the cars equally, like the in-game description "randomly" suggests. Nor does it heal the weakest car, like the patch notes say. It nearly always heals itself. Put it in front, and you'll go much further.
Great idea, poor execution. Keyboard Only shouldn't mean I need the mouse once per minute. The transition between dying and restarting is too slow. When I unlock challenge mode, I didn't know how to play half of the minigames, since they had not been introduced yet under Standard Mode. The "Controls" feature is nice, but I shouldn't have to turn it on every single game.
Performance very poor. Extreme delay between moving mouse and cursor on screen moving. There should be an option to not have the special crosshair cursor.
Nice game, but the user interface needs work. Keyboard shortcuts for things like pause, reset, and lvl select, and "continue" should go to the next level, not the level select screen.
To beat a brace of ducks at tic-tac-toe: 1) middle 2) opposite corner 3) block 4) win I actually stumbled upon this system my second try, but if you don't get lucky then the only way to win is a long drawn out process of trial and error determining the rules of an inconsistent system.
Don't save your smashes until the end. That just draws out the launch. Use them consecutively at the beginning. You'll cover about the same distance but much faster. Don't worry much about smashing the crystals. Smashing crystals is only about 10% of your income. The rest is the distance you cover each launch.
This castle is a complicated puzzle. Allow me to show it to you for exactly 5 seconds before shifting the screen away. Then you may fire a dummy shot so you can actually see the castle long enough to plan a move, and then press reset. The whole process takes approximately 20 seconds longer than it should.
This game is really fun before level 24. At that point, it's pretty much just hoping that the enemy teams attack each other rather than ganging up on you.
A grid would help this game immensely. That way the player can tell the pieces apart at a glance, and would be able to easily tell, after some practice, what will happen when he clicks a specific piece. As it is, you pretty much just keep clicking randomly in the area until it looks like you want it to.
To make the boar gnome drop the spear: Stand at the top of the screen. As soon as the screen starts to rumble, move down to the bottom of the screen. This will "pre-dodge," the boar gnome will be moving across the top of the screen, and you will already be at the bottom when he gets onto the field. Pre-dodging is a requirement for the guy to drop the spear, and he will drop it nearly every time.
Is the scientist on a boat? Why do his notes keep swaying back and forth? Are you just trying to make it harder to read, or are you also trying to make me sea sick?
@felipescado: The "if" conditional is not explained well by the tutorial. It only works if the robot is that color. Not necessarily the square he stands on. You change the color of the robot by lighting when you are on a colored square.
The white line that keeps going down over the text in the inventory screen is really annoying. It makes it hard to read the text. I actually stopped playing because of it. Game looked like it might have been fun otherwise, but I'm not going to put up with that.
Great idea. Really poorly done. I shouldn't have to click the mouse 3 times in between attempts. Being superhard would be OK if dying didn't take so long to recover from.