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Woo! Beat the squid on the first try. Used Pixel. Kept defense up, and looked for the squid to set me up with big moves. Rage rainbow and special rainbow, plus getting to do a 100% defense 105% counter against his rage move were all key.
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So you cap out at 500 hp and the final boss has over 1000 in total. Hmmm...seems fair. Better hope for lucky fives or for the boss A.I. to do DERP
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When I fought the boss I thought "wow he's weak"... then he turned red and I thought "oh shit". Still managed to beat him in 1 round though. :p
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epic music,animations and theme.match 3 and turn-based fighting,but that is what makes this game awesome.wow.so epic.5/5
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I thought everyone was just whining about the final boss. Well, first time I got three rainbow bonuses and two rages and I still couldn't beat him. Took a few tries but finally he raged on me when I had a counter bonus set up and we knocked each other out, which apparently counts as a victory. Awesome.
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Yeah, that bloody octopus is too hard to beat. Can you turn that down a bit? Sucks to keep getting his life to double digits, only to get clobbered by a all-too-convenient lucky combo from him.
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I get the feeling the A.I. cheats in this game. Though maybe that combo with blocks falling from the top of the screen for 3 attacks in one turn was just my imagination.
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Got a rainbow block as I hit 40 hp, final boss was almost at full.
Used it on a counterattack block, ended up with 480% counter damage.
He got a rage attack the next turn, did 200 damage to me, the counter hit him for over 1k and wiped him out.
Lulz.
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Difficulty spike like woah. 5/5 though, epic game. With a bit of strategy, the final boss really isn't all that hard. The only thing that falls to luck is whether you can get a defense break before it gets a turn or not.
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ok I give up after 50 times trying the last battle and failing miserably last battle is virtual impossible took what was a very enjoyable game and killed it.
2/5
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Has potential, but it's based WAY too much on the luck of the draw. There needs to be special attacks like Puzzle Quest, so I don't have to hope that the grid just happens to have three fists I can line up when I need it to.
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dunno why the second to last boss still lived at 0 hp, then on his second turn he got a gnarly heal combo that boosted him back up to almost 100 hp.....irritating..
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the final boss is 80% luck 20% skill ever turn (s)he goes it gets between 4 and 6 chains with 2 heals and 2 hits. this last battle is way unbalanced.
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This is certainly a fun take on the whole "swap-'n-match" genre. (Speaking of which, I'm still hooked on Puzzle Quest 2.) A no nonsense puzzle battler that's short-'n-sweet, but has enough oomph to it to have you hooked until you've beaten it.
BTW, did anyone else here rage finish the final boss on their first playthrough? I managed to do just that after getting a couple of straight 5s-in-a-row. (The latter match being rage tiles.) Epic way to finish it off! =D
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*throws hands in the air* God dammit, got the boss to 1 health left with Max hp on me. Boss pulls a super massive combo at the end and 1 turn KO's me...
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Chuck Noriss moment, 1 turn killed the 2nd to last boss
http://i716.photobucket.com/albums/ww170/sukeysu/dogownage.jpg
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I actually beat the octopus the first time I played it with only half of the upgrades. You just need to try and get as many 4 combos as possible. I actually lost to the dude before the final boss once before I was able to move on.
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The best way to defeat the boss is to constantly go for defense, counter attack, and heal. Since the boss does so much more damage than you, the counter damage will inflict lots of damage.
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I got through the last boss in three tries also without full upgrades. Probably partly luck, but my strategy was to always go for Shields if I could, waiting for a combo to come up. Block + Counter generally did more damage than any attacks I had.
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Here's a suggestion for preventing super-luck combos. When the number of tiles cleared as a result of a single swap goes above 4, blank tiles will start dropping in (one blank tile for 5 cleared tiles, a second for 9 cleared tile, a third for 12, a fourth for 14, and then one blank tile for every tile cleared). These blank tiles cannot create matches, and will remain on the board until the opposing player's turn. When control switches to the other player, the blank tiles will transform into regular tiles without creating matches, using a similar method to generating tiles on a reshuffled board.