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bug: sometimes on a vertical combo drop, it only counts up to the first 3 tiles, even if there are 4.
ie: you do a horizontal swap, and 2 blue's drop on 2 blues in a vertical row, the game only recognizes 1 blue and does not give you a 4 combo for the vert drop.
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It took me quite a few tries to beat the final boss, expect to get lucky. Got a rainbow, got 504% counter and he used a rage on me. Laughed as he one shotted himself from full health.
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there is a glitch in wich if you keepo the notice on get 1k gems smashed itll give you the 5k and 50k gem achievements aswell
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You know you've lost too many times with Bit when you know what move the final boss is going to make 99% of the time. :/
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The characters are not near even in terms of power level. Bit is just awful. I thought because I breezed through as Ryu that maybe the problem was that Bit was just too week, but I'm having similar problems with Pixel too. The thing is that I played Ryu first and beat the last boss on my first try without max stats. And I didn't even get super lucky either, just made use of defence and counterattacks. Ryu > Pixel >>> Bit.
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Know what would make this game even better? Add a stupidly-strong boss at the end that can only be beat with an incredible amount of luck. Oh wait, you already did that...
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lol, it's pretty easy to predict the enemy's moves, because they go for attacking moves -> defensive or like, screw up a 4/5 piece combo
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Seriously, with at least 80% of all upgrades, the final boss is mildly difficult to beat, just give priority to these combinations :
- 4+ combos, which will give you extra turns
- Defense gems (if you have all upgrades at least at level 3, it equals 93% protection)
- If there is no defense gems and the enemy energy is low, aim for energy gems to prevent him from attacking
- If there is no other possibility/only one attack possibility, you may use Attack or Special gems, to inflict damage and prevent the enemy from using them next turn
- If the enemy has got a Counter bonus, try to aim at gems next to attack possibilities, to make them move
If you follow these rules, apart from bad luck, you should be able to beat the game.
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Here's my strategy against the last boss: Upgrade Counter and Defense to highest level. Rage and Health upgrades are good too. From highest to lowest priority moves: x4 or more combos, defense, counter, eliminating the last Purple or Grey attack, rage, healing. Energy should not be a problem. If all you have is energy or healing moves, consider letting the timer run out, and make him make that move. All too often making a move brings in new gems that open up an attack. Your basic goal is to wait for combos to show up using Defense, make him hurt himself using Counter, and fill up your Rage bar for a big hit. Don't max out Rage if he has defense or counter up. Grey and Purple moves are too slow to kill him by themselves, and Greens will never keep up with the damage he deals you, so if those work into combos, great, otherwise the only reason to grab them is to keep him from doing it. Hope this helps people that are viewing the boss as impossible. Luck is still a factor, so good luck!
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If youre having trouble on the final boss try this: Use up all the attack, and special attack tiles first. This will cause the boss to have very few attacks to use against you. Instead he will then choose rage tiles when he can. Try to time it so that you have a defense boost and a counter attack when his rage is ready. This will practically destroy him. Don't bother healing unless that's the only match you have, you wont heal enough to make it worth it. Combine this with a little luck and you will defeat him. This is what worked for me.
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The mechanic seems a little off. I get to certain bosses and they're getting like 12-14 combos with extra turns and I'm not finding much of anything. Maybe I just have terrible luck but it makes the game way way hard even with upgrades when the bosses can just one shot you.
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Finally a NEW concept. This is like match-3-street-fighter kinda'. Wish that there were more levels before the main boss though. And perhaps a higher hp count so I could actually BEAT the boss.
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Well, I give up. My character is fully buffed but it isn't a match for the end boss. I don't feel like playing over and over until I luck into the right combos of gems. If that boss started with higher HP that would be fine. When he starts with 300 and then nearly triples that it's just bs. That means that you're beating him down through 1175 HP over all. Rebalance and I'll recast my 1/5.
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The Final Boss seems much harder than it should be, plus, what's with the accumulating gems? There's no point to them...other than that, amazing match game, love it!
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Good game, but it really needs more to do when you can't attack via gems or whatever. It gets very irritating to have your opponent down to next-to-nothing and then he heals himself because there's no way to attack.
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Normally I dont rate a game on it's difficulty but in this case that difficulty ruins the rest of the game. It depends too much on dice rolls and 99% of the time it's in the opponents favor. This artificial difficulty takes away form the game which is really sad because it is made VERY well and is a great spin on the gem matching sub genre of puzzle games. But since gameplay is what makes a game...I have to give it a 1/5. Fix the AI and it will be a definite 5/5.
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When I was on the Rhino guy (5th turn) I luckily got two vortex things right next to each other. When I clicked them together...THE WHOLE BOARD WAS USED AND I ENDED UP WITH A X55 COMBO! Needless to say I won that round and felt like a freakin' beast.
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after playing so many flash games i had feeling that boss had evilier twin brother that will burst in flames and will have 3 times more HP
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Everybody seems to think that the last boss is impossible... I beat it on my second try when my character's stats were each one away from maxed. I know everybody loves when people say this but maybe you should rethink strategy before whining about a boss, which is obviously intended to be challenging.
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Max out defence and the enemy will do 0 damage. Max out counter and you'll reflect even more damage than what's done to you. Thanks to these I could defeat the boss quite easily but it was a long battle.
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It would be nice if the distinguishing feature of the final boss wasn't the entirely predictable regeneration but a half-decent AI which actually takes advantage of opportunities for extra turns.