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We should get extra points in each different version if we don't use all the command stones. It should mean we figured a better way out without using all the commands. Unless the whole point is to kill as many dibbles as possible.
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I like this series, but why on earth is bounce so arbitrary in this instalment? Some levels it shoots the Dibbles from one end of the map to the other, other levels there seems to be an invisible wall stopping it halfway across the map no matter where I bounce them from or to.
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I managed to finish this game with some levels skipped, I finished 21 levels, but when I return to the menu, the levels I need to complete are not marked. !!!! I want to get the badge and try for those levels. I was very happy to find this game and this series, a very fun and interesting game, but with a huge flaw like this.
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This is by far the toughest game in the dibbles series. Some of the levels are very sneaky... they make my brain ache very much!
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Suggestion: A suggestion for future games. When icons have "strange" behaviours, like the jumps that can safely carry a dibble further and faster than you'd expect, it should give you a dotted line of the trajectory. I use the jump as an example because a dibble that falls 4 levels normally dies, unless it uses said jump. This would make the game less arcane without making it easier.
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I still find something missing about the tags for this game. I cannot say I do not agree with "puzzle" or "cute" but primarily it should be "brutal", "violent" or "cruel" and such tag cannot be applied. It can be misleading, because some people want to play a game with some cute characters, they see a Dibble and think "ooohhhh" and then suffer from a trauma when they find out that the purpose of this game is to massacre those cute little bastards.
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I believe the bounce works as follows, you can't fall more than four blocks below your starting point, and if you hit your head part way through, you can't fall more than four blocks from there.
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More like how many sequels(in fact map packs) can you release befoure you realize that people want to see grid and possibly making the jumping/bouncing more transparent, every level with bouncing is trial and error because of uncertain trajectory!
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Got insanely boring real fast, how many sequels and map packs can you release before you realize it's no longer fun...?
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Uhhh, I know you guys are doing your best and I appreciate that. But most Kings get envoys and limos and stuff. Not a hike through CorpseVille.
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I'd love to be this king, commanding dribbles to pull their heads off just to cross this lake instead of walking around it XD
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I completed 32 of 33 levels, but there's no indication which level I skipped. A simple checkmark on the level or making it grey would be an easy fix.
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second time my progress is erased and I played from this same computer not even 4 hours ago. Giving up on it now, sorry
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The fast forward REALLY needs to be a clickable button rather than the current roll-over annoyance that you seem to be fond of for the last 3 games
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Uh. Yeah, after my progress has been lost 2 times, my rating for this game drops significantly. Not having autosave on one of the best/most popular browsers (chrome) is a major problem for this kind of game.
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I like the series, but... please stop attempting to trick players by adding unnecessary stones. This is the fourth game. We know better and it doesn't make the actual puzzle any more difficult. Focus more on making levels with multiple solutions so our scores actually mean something! Please!
Oh, and hotkeys. Not that you'll change or add anything for me; other people have been saying the same thing for four games... Now that I think about it, why do I bother to post? Oh right, because I've already typed it out and clicking buttons is somehow satisfying.
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Ok, wow. After finally resorting to the walkthrough I don't feel so bad for not understanding how to complete level 22...I swear, if there's anything in this game that throws me off it's bounce. The problem is that everything else has a nice set, defined place and area. Bounce just kinda throws dibbles around and you hope they end up where they're supposed to. I can more or less plan everything else without needing to physically run through the level. Bounce...not so much.