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It's quite stupid that you get no info on any of the items outside of the shop. So, when you are in a stage, you can only activate items randomly and hope they are useful. And if you are on the map? There is no button to get back to the main menu and thus to the shop! Oh, and level 64 can indeed eff itself.
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This game is so badly designed. For starters, if it weren't, there wouldn't be any need to randomize levels. On the top of that, collision management is terrible. And for surch a simple game, it's so CPU-cost-intensive (my laptop is burning). No one would ever pay attention to this without the badges (that are bad too). After all those years is that what you come up with, Kong?
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*level 100 done* finally..................
Well that sure took a long time.
You can get the "impossible" badge around level 40/50 but the "hard" badge takes alot longer. Especially with the squid-off-screen-duplicating-bug. Luckily I figured out that refreshing the browser removes the bug for a few rounds and if you're lucky the squids don't duplicate on screen for a round too!
Probably best to stop when you get the impossible badge, but if you can't take a grey "hard" badge showing (just like me)... well, good luck....
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Clearing every rows, or every rows besides the topest ones, currently result in a punishment because four new rows at once can be crual. If you want to keep this feature, it would be nice to add some boost alongside that to compensate, like one extra bonbon per extra row?
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You could get the impossible achievement from restarting a single level over and over due to its utter unfairness in design... unless you pay for special abilities of course. Stale gameplay with an unfair increment in amount of mobs and a random spawn pattern for every level as well, whilst you don't get any stronger in any way - in fact the amount of shots you have is inconsistent throughout the levels, at least give us more per level or something.
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Level 64 is a crime against humanity. Why are there so many jellyfish?! There's no way to win in a reasonable amount of time. Paywall.
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You can often shoot when you're supposed to be dead and you can kill the enemies on the bottom line, but then you still die afterwards. Either kill me immediately or allow me to quickly kill the bottom enemies before they touch me.
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If the balls aren't gonna hit anything anymore anyway, you might as well just end the turn immediately instead of making them bounce against the walls multiple times. Or provide a fast forward keyboard button so I don't have to constantly move between the fast forward button and the middle of the screen to aim.
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I'm not spending money on this game. We should be able to earn coins and buy powerups with them, like in most Kongregate games that have powerups. None of these microtransaction filled mobile game ports.
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What's crazy is that the hardest level I've played until now (22) only gets 8 balls while level 23 gets 9 balls and level 24 gets 11 balls while they are way easier. Or maybe they are easier because of the extra balls. Level 22 takes like 40 minutes to beat and even powerups aren't super useful and extremely expensive for what they are.
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Honestly rather boring trying to get the hard badge. Every level is so similar and the same strategy of just bouncing balls directly into the wall works for almost every level I have done so far.
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Just like the Vampire survivors crappy clone : if you're going to copy existing games, at least do it effing right. Also, why the hell does that wreck my internet connexion while it's active ? Kept being disconnected while doing that badge. And why does such a simplistic game eat that much resources ?
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Jellyfish are easy once you get the hang of maximizing ricochets. (Get your projectiles above them, if you can.) High hit count eggs and pigs remain a potentially serious threat.
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The BOTD only took me 12 minutes. The grind of the previous game might have been an accident by not making the coins cumulative because if they wanted to make it grindy, they'd make us finish at least 50 levels. Also you don't even have to use your powerups for these levels while I used them very quickly in that other game.
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I saw the artstyle and thought "Oh no, not this developer again" with the paywalled items that you can't ever get back and the grind. I hope this BOTD isn't as grindy as the last one from this developer.
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Saw the 2.78 rating and thought the game was a buggy unplayable mess, but no, its just a relaxing mobile game. Kongregate community aged horribly bad.
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phew managed to complete the daily hioe i wont see this as a daily again i found it dull and boring so one star from me
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Wow, the game really doesn't save anything except the powerups (which are locked behind a paywall). I'm so glad I did all 100 levels in a row.
It was really painful though. All the levels are the same after the tutorial and WAY TOO LONG. Get this algorithmic garbage outta here.
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1/5 The speed-up button should apply to ALL stages ALL THE TIME unless clicked again; don't make me click on it every time for EACH PLAY. Muting music & sound effects still leaves the very unpleasant character hit sounds. The balls should automatically disappear when there's NOTHING to hit on the screen; don't make me wait for the stupid balls to reach the bottom. The recent BOTDs suck.
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The most impressive feat here is the game has added a third volume control button over the usual two of music and effects, yet disabling all of them still leaves some audio playing
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I would honestly give this game 1/5 stars just for this completely stupid cloning mechanic, that happens immediately after the "line" appear. So You can't do nothing about that first cloning, which spirales out of control, and it is often luck-based to win the game. Okay, if I don't focus on clones, punish me for that by cloning them, but don't f-ing punish me when RNG based bon-bons destroy all lines, allowing 4 insta-cloning lines to happen becuase it is complete bulls*it..
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Y'know I really love it when a game doesn't keep my progress - it's absolutely great to spend a couple of hours on a game, only to come back later and find I have to start again! Best thing ever.....
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I do think the Impossible and Hard badges should've been switched. Nearly have the Impossible badge while I'm not even close to the Hard one
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At least, I'm glad that the balls eventually are spiked downwards after bouncing off enough walls. Other games of this variety sometimes have the problem of getting stuck with balls bouncing near-horizontally at the end of the level
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It seems weird to me I hit level 63 and got the impossible badge before I got to level 100 for the "hard" badge. I only failed a handful of levels so there must be literally no way to get the hard badge before the impossible one.... how impossible is that?
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After 50-60 levels it gets boring and anoying... And the best part for me: you make the perfect shot, clear the whole screen and then BOOM, your reward is 4 loaded lines... :(
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I'd like to say that it's really unfair that the squids can not only spit more out as soon as they drop down onto the screen, but they can even spit more out before they're even on screen. And some levels I've seen the goal keep increasing even without the crackers, squids, or eggs. Wtf is that bs?
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Kongregate's badging team has got to learn that grindy tasks like the 4,000 Kongpanions knocked down isn't skill-based and therefore not nearly deserving of being on the same difficulty level as completing all of the first Frantic without being hit, or the Moneyseize Impossible badge (which I see as being the hardest Platforming-genre Impossible badge on the site). The more skill-based badge in this game is the Hard for beating level 100. Those badges' difficulty could have been swapped and there would be less complaints me-thinks.