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I love this game and how it forces you to think about what size and placement you want your balls. Furthermore, one of my favorite things to do is to try to make a tower just to the side of the re-spawn point and crush the bouncers. For those of you complaining about that, think about it, the developers told you where they reappear at IN THE INSTRUCTIONS use it to your advantage, people!
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Level 10 completed – Your game must end before this badge is awarded. 10/11 WHHHHHHHHHHHAAAAAAAAAAAAAAAAAATTTTTTTTTTTTTT?????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????
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What is the deal with the bonuses? At first I assumed the bonus was added to my score at the end of each level. But then I was watching my score, and it doesn't seem like anything is being added.
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At least in JezzBall, once you trap a ball, its trapped. "I trapped a ball, yes" next ball, "crap, now its released again"
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I appreciate your trying to make me relaxed with the music, but this pop noise just makes me wanna destroy humanity...-.-
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Seriously this hard badge feels too hard. It looks like each level nets around 2000 points and at level 15 I was only at 28,519. With the ever increasing difficulty and the not very increase in rewards it seems like level 20 is where you'll get 40k. I just don't have the patience to play this for that many levels. All who read here know that the hard badge is gonna be long and repetitive. Also possibly very boring.
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The menu button doesn't work that naturally I think. I think people tend to click and new game without a confirm or a different location, one you wouldn't click trying to click the menu button would help, because I for one just reset going there to mute.
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Are we sure these balls are acting on physics? Or maybe just a spiteful will to frak with us? I mean how many times can you prep and execute a ball only to have it killed right away by some odd ball flying in or worse yet... "How the hell did you make it through that gap into the area I am working on?"
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No really, I've kept coming back to this game cause the concept is great, but it's totally bogus how the balls keep teleporting when you trap them.
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I can see why the dev wants teleport for balls crushed by a randomly lucky filler ball dropping perfectly onto a bouncy that wouldn't be trapped, but I don't think this should apply to balls which are already trapped that then get crushed.
One good strategy is to block of the corner teleports appear in, then crush everything...
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less than 10% of plays result in an easy badge, maybe fair enough considering people going for the hard badge might replay many times, half of people who get the easy badge can't get the medium
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I'd say the main reason to make our balls in the corners is because you've got fewer directions to watch for incoming balls. I like how on the higher levels it behaves like statistical mechanics - like a cloud of atoms. The main tactic, it seems to me, is to create balls in the vacuums left by falling balls. You can get quite good runs going that way. I do agree with tavissd1: trapped balls should stay trapped unless the balls move to free them.
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It's more fun when you haven't figured out how to win yet. (Hint: the circles stop expanding when they touch another circle, but not when they touch the outer border---so it pays to stay in the upper corners most of the time. I hope I didn't just spoil the fun.)
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I had to bring this back up (cracked me up when i heard it last year) (thanks KIERANWAIAU!!!) .. here it is for those that missed it ....
KIERANWAIAU
Jan. 27, 2012
has anyone seen two bouncing balls fuse together and spin around real fast? but then one of balls fathers came and broke them up lol
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If the developer would change the game so that you restart at the level where you lost, the rating would be much higher.
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Having to restart from level 1 when you lose is the DUMBEST thing. Totally killed the games "fun" part. Just stressful. 1/5