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Having the first spark release at the crescendo of the cymbals is a really pleasant touch. Didn't notice at first, began to expect and love it.
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Struggle with last level. I can't see myself doing anything different. Using the 4 demolisions in the obvious way. Then I use two bridges too in order to be able to reach the ends. Although have one more bridge left which I can't really use and the two speeds need one more neutral thing around so I can fall down. The problem can be that I struggle to demolish without using an extra magnetic, but it just doesn't work for me.
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I cant get past the first level. The dialog is obnoxious and unskipable outside of spaming the button.
Let me turn this crap of.
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I think that the site needs a lemmings tag or lemming-like tag. The Kongregate already has a lot of games of this type.
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For the people complaining about the last level of unstable zone, you can actually fall straight down using the bridge without letting the blueprint transform. Just transform it into a bridge, pause, then skip forward, and on the very first frame where it begins falling, transform it back to a runner
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I'm having problems with Aquatic Zone Hard 3. I can never destroy the fifth target (the one on the ceiling) in time. I watch videos of people playing this level and they are doing the exact same thing I'm doing, except for somehow hitting the target in time. Is this lag or a bug?
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reminds me of that old PC game with the little lemmings? What was that game called...oh yeah, Suicidal Rodent Rescue.
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>Do you want to learn about X?
>NO
>*still displays 20 dialogue boxes*
You really need to reduce the amount of dialogue in this game, otherwise it's really good.
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it'd be really nice if the default zoom level was being able to see the entire stage. there are times where theres offscreen stuff that i just don't register until it bites me an i have to start over and then scroll around, despite being on the furthest zoom out
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The trick to X's unstable zone last level is to turn a spark into a blue block and almost imediately change it to something else.
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X's backstory is lovely, and as somebody that's going the other way it was rather clear from the start what was going on ;)
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There's a bug, I believe. Hover blueprints can be discarded next to walls/leaving platforms, and I don't think they should. It made the last aquatic level straightforward, doable with just three sparks.
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Nice game. However, some levels are rather finicky (especially using the last blueprint), and require liberal use of space+shift. Perhaps shift should advance in say, half-moves? I don't really see the reason for such a small increment with shift, seeing as all the robots are in sync (I think). I like the story/text as well.
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I know which bricks to destroy; the problem is that, regardless of the order I destroy them, the elevator hits the last block, if not next to last block, before the explosion destroys it.
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Okay, how do I beat the "shooting range"? No matter how fast I am, the robot hits the block before the explosion does, so it falls off the elevator every time.
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Q's last test can be easily beaten with only 4 blueprints thanks to an exploit (hover blueprints can sometimes be discarded while ascending, so one can easily extend the exit platform to the left wall)
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It was a good game. I felt the training portion was a little long and could have used slightly shorter explanations. Maybe it's just me. Great game though!
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Crap, I accidentally refreshed during some of the dialogue during the secret text with Q & X. Is there a way to see it again?
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@gzx12: Magnet immediate block, Hover, Hover with block in fall, Hover, Swimming and block in corner, Magnet, Sprinter.