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Disarming means it'll still get energy if it need some but will stop fire, deactivating means that if it doesn't have energy, it will not get any and will not fire.
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Okay, an average of 4.40? This is an outstanding game. And such a good game need bagdes! So [+] for bagdes, cause this game meets the requirements! 5/5
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This was hard, specifically on the requirement directed towards the player in terms of accessing which materials/buildings are the most important for your survival. Wish the full game was on kongregate though...And that the game had some more levels :P 5/5 + fav, though I did feel the game was short...
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I seriously just spent like, 12 hours straight or something beating the game. Can I rate it higher than a five? Something like, "OH GOD WHY?"
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The whole creeper universum is so great. U should work together with big game makers to make a big game. Ur ideas r worth 40$ per game, when they leave the indi sector
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@Gremlion: Always pair makers with shields and repulsors to direct your currents. Then you have a rather fantastic weapon. I could never beat Creeper World 2's Nexus without Anti-Creeper, btw.
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Another fantastic game, but its considerably easier than your other creeper - the addition of shields really almost breaks it.
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charging the maker means if u click the burst button it instantly gives u friendly creeper + for people who didnt know this
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Lvl 5 was easy for me, took half an hour, but I am not of the racing kind.
Lvl 7 took another half. Repulsors + mass of launchers + a pair of blasters do a great job here with the time limited part. Focus the advance on one side. Once finished below, dig up and open the chambers from above. Not hard.
Lvl10 is way harder (at least for me). 256hp drone leading a tsunami of creeper, stop that. Needed a MASS of blasters Soviet Army style.
Maybe using earlier those bombs and focusing on fire rate would make it easier. :P
Also, 5/5.
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why couldn't it have been the same gameplay as the others :( and why am i able to make floating mounds of dirt and build things on them lol
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seriously, outdone yourself again. Didn't know improvement was possible, but there goes another awesome creeper world series game. Keep it up !! :D
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Tip: makers useless. Monstrous energy consumption, low output and bad targeting. They can drown emitter only in Tutorial mission. In the other missions preplaced Creeper can be 1000 times tougher than your maker can produce. Forget about maker's existence.
Launchers for deep blue, Blasters for remainders.
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I had a supply of 34.2 energy and yet I got into a deficit from blowing the massive amount of creeper (around 900K) with all my launchers. Also my 4 makers took out all my ores to make friendly creepers at maximum production. Then I realized I had to pop in the nullifier to blow the emitter because the level stayed despite my barrage of missiles. I spent 5 minutes wondering why it wouldn't die until I realized. thacannon didn't add that in but still, the advice helped a lot. XD
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A year or so back, I spent a good chunk of time over at the CW1 forums. The developer incorporated several suggestions into the sequel, which are nice to see.
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Level 5 need ~6 blasters with maxed attack speed. Chop through frame near emitter and deactivate it. Finished in 16 minutes.