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On level 6, at the part with the two mints swinging back and forth one above the other, there's a coin in a nook on the left that may be hard to get to (your character won't fit). Try jumping at it from different spots a bit away from that nook - my theory is he/she's landing a couple pixels too high and needs to "reset". Don't be surprised if, at other times, you just stroll right in.
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As with the other Papa platformers, coins seem to be evenly distributed among the areas, and there's no need to backtrack with the same level. So if you're leaving an area with a multiple of 20 or 25 coins, you've probably got all of them on that area, and can safely move on.
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Yay... I try to catch coins, mistime the jump, accidentally 'release' an empty cage and get to restart the entire level...
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The swimming really needs improvement. I like the game, it's a solid series. However, the swimming is too slow on moving and maneuvering, so other than the boosted swimmers many areas are unnecessarily frustrating, especially once the lag sets in.
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first thing: good game alltogether. But why, F*CKING HELL WHY, DO YOU FORCE ME SWITCHING BETWEEN MOUSE AND KEYBORD EVERY SINGLE TIME I DIE OR COMPLETE A LEVEL? IS IS SO DAMN HARD TO MAKE A KEYBOARD CONTROLLED [RETRY?] BOX?
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Q: How do you make an in-game badge nearly impossible? A: Make the player run a mission with a character totally unsuited for that mission. Radlynn throws radishes downward, but they travel a good distance. She also has Climb skill. The Level 9: Radley Caverns level has no opportunities for climbing. Near the end of this mission, Sundaesaurs appear. If one of Radlynn's errant radishes hits a Sundaesaur, it shoots at her from beyond the edge of the screen.
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What would make this game better is if there is a custom character thing added to the game like the papa's -ia games. When you unlock each character with a different weapon/ability you unlock an option to change your character's weapon after each level.
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1. Thanks for not involving a breath timer component... that would make this game unbearable.
2. the spoon shooter is AWESOME.
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There should be a option to attack underwater because I'm finding the water parts difficult because there is no underwater combat.
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I wouldn't say this game is bad...then again I wouldn't say its good too.
You know, after awhile of trying to replicate the original idea (When Pizzas Attack), the game just loses its taste because the idea is basically put in another form with a bit added here and a bit added there... Overall I will give it a 3/5, but I think it is ABOUT time to actually make a better catch to the game.
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hit detection is off, level design makes it worse because of the oddly places hills. Game is ok, didn't hate, didn't love it
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A development team who keeps making games with frame dependant time based components as their only gameplay shouldn't be legaly allowed to use terms like "widly popular".
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swimming areas are just not fun to play, they especially suck without the swimming skill. Also the hit box for collecting coins is weird... Anyways fun game until the oreo level (7 I think)
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98/100 coins collected, jumps around and accidentally pulls the lever, completing the level and making my last 10 minutes search useless...
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Man, reduce the absurd knockback by about 70%. Anytime I'm near a hill or a long stretch of bouncing objects I go FLYING.
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More things I noticed:
Collectible worms and fish are too easy to miss.
All the art is non-vector which is very strange.
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I'll finish it if it gets badges; for now I may introduce it to kids when they finish their chores. Seems to be easy enough to be quite good for small children.
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Each of the characters has only three hitpoints. Why? Subsequent characters with the same skill should get more hitpoints.
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If you go out of your way to hit the Quit Level button it should allow you to reset the entire level and not keep the checkpoint. I don't mind the checkpoint if I die, but if I want to start from the beginning I'd rather not have to go all the way to the end to get to the portal.