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To play this with the SuperNova player, paste this in your adress bar: supernova://play/?swfurl=http://chat.kongregate.com/gamez/0003/6584/live/mushroom_revolution_kong.swf?kongregate_game_version=1313733605
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If you're having problems with level 7, just have 1 point in extra waves, rainbow method worked for me, though I got lucky and got 3 dolls.
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@aefields Every gomphus has one elemental weakness (except for the base version, which has all five), which means that it will do less damage against monsters of that type. "Nullify element weakness" removes the penalty for using the wrong element type against a monster. You'll still do more damage for using the correct type.
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I always ask myself , the same question , why don't developers check the games they make well ? , levels 8 , 9 and 10 , are practically impossible to do , without the help of luck , chance and randome , of the damage and the accessories , without at least five "Angel Doll" , it is absolutely impossible , to get the gold medals ... another pretentious and disastrous game as usual ...
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If it weren't for the level-up limit it would be a four star. I'm halfway through the map, and can't advance. Players should be able to get a little xp every time they play.
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Most guides are a little outdated due to the game having had some updates along the way. As usual, stick to upgrading lvl 6 towers (rotate through all the colors). For level 9 and 10, don't worry so much about score as it'll most likely be gold medal as long as you complete the level. Also for level 9 and 10, from round 60 onwards, build about 10-12 teleport (keep it at level 3 and put clovers in them). For those immune to teleport, build a new lvl 6 tower to counter that element. Otherwise, most of them will get teleported back and it'll be easy getting that hard badge.
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No pause, the map keeps moving every time you get too close to the edge, you're completely unable to click-drag the map without using the mini-map, you can only disable the sound in the game AFTER you start a map (really, not from the main menu???), upgrading a tower closes that towers upgrade window counter-intuitively forcing the player to find the tower again and re-open it's upgrade/equip window again when it should remain open (more bad game design moments here), using "space" instead of "ESC" to deselect tower to place (again, ignoring basic convention).
Overall, 1/5 for a lot of bad game design moments that defy basic game design convention.
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I mean, the game is 10 YEARS OLD. Dial back the criticism of quality people, it was actually pretty fun when I played it a decade ago.
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Trying to maneuver around the map was awkward and time consuming when trying to add/upgrade. No way to pause and the number of waves was too high (maybe limit the number of waves to 10 or 12)
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A pause button, so you could make sure you are getting the right combinations would make all the difference in the word. Then a *10 button as well.
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I look into the developer's profile and i really don't understand how he made this one real game among all that… well thanks to whoever encouraged him.
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A combination of the slow speed, zoomed in map, some what tedious upgrading system and amount of steps for each upgrade (making upgrades hard to keep track of which is not good considering you can not remove a gem).
Puts me and from what I can see some others off of this game. Just seems as though the cons out number the pros.
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The tower upgrade process is soooo tedious - click, place, click, upgrade, click, upgrade, buy gem, buy gem, buy gem, click, drag gem, drag gem, drag gem, upgrade, click, upgrade, click upgrade - FINALLY! A lvl 6 tower, in just 18 clicks. Now just do that ten more times. Could really use a duplicate button. Now you get to wait for oodles and oodles of repetitive waves to come and if you call the waves early you actually lose money because the passive cash upgrade only counts time elapsed and not time you'e skipped. Uggh, it's just all too clunky.
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Thank goodness for that Valentine's Day level trick. Now I can get out of here with the hard badge and never think about this game again. I want it to be fun, it's almost fun, but it's just too grindy to be that. x3 speed is more like x1.5 speed if you watch how quickly the time actually moves. The tower placement is wonky, it wants to be a 3D game but it treats the mushroom houses and trees as flat 2D objects that block the grid with even the very tippy top of their structures.
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Been playing for years, only just now realized that in order to pass level ONE you need to make sure that your towers levels have been upgraded, and you don't need more than four towers.
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Overall a pretty OK game, however, the UI is pretty confusing and slow to use. The elements could be adjusted just a tad bit.
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I sent you a private message too, but not sure which one'll reach you first. Is it okay to make YouTube videos of Mushroom Revolution? And if so, is it also okay to monetize them (put ads on them), or not? Thanks!