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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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Why on earth are Extend, Step, and Cover not here? I can understand not including some of the version-specific ones, but those three are each in both Dibbles 2 and Dibbles 3, and they make for really interesting puzzles IMO, especially Step. This pack wound up being relatively light on challenge due to the absence of these, IMO, though the puzzles were still fun overall anyway. 4/5.
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So dibbles survive a fall when bouncing at high speed onto a floating dibble, but don't survive when simply falling onto one from half the height.
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While I love this series I've always found it odd how bounce works. Like in level 22 it catapults the dibbles halfway over the map and they're not harmed. Without the walkthrough I would've never gotten past this level.
PS: Hotkey for fast forward and a grid.
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There is a bug on level 27. Place climb right next to the starting point and see how things go... You can save 10 dibbles in this level!
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I know from developing across a variety of languages and studying up on flash that the migration to a fast forward button that we can toggle by clicking should be a really easy one. Please take it into consideration.
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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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When bouncing, a dibble will always survive if it lands on the ground, but might die if it hits a wall mid-air. It starts "falling like normal" when interrupted by a wall, so it will survive if it's 3 units or less above the ground.
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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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This is an evil king. He makes those things kill themselves JUST so he can get from one apple to another. Evil im telling you. EVILLLL
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Still stuck with the hover on turbo at the fourth iteration? I mean... why?
Pretty please with sugar on top, do it already.
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If nothing else, this game was appropriately named. I didn't find this game to be THAT diabolical at first (at least not any more so than the others), but since the badge is one of the first that shows up when I filter by Earned / Least Awarded, I've clearly misjudged it. When there are literally tutorials online that you can use and the puzzles are still too much for you... Actually, that probably means you've entered Dark Souls territory and shouldn't make a Pro Pack 2.
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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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This game series is a good puzzle, but it's so depressing! You'd think they'd have figured out how to use a hammer and a 2-by-4 by now, instead of their bodies.
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Would be nice to have space bar (or any hot key, really) for the fast forward toggle. Also, how about a mouse-over pop-up on the level select screen showing your best score for dibbles saved and score?
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the game doesn't remember my progress from before :( I don't think I have the patience to do 21 levels all over again
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The game series remains great, but it would be a lot better if our feedback was actually implemented (e.g. the fast forward hotkey). If you don't want to, at least tell us why not.
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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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Only one tutorial level? What do you call the first 5 levels that do nothing but show you how to use the various powers?
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You really shouldn't give your games a Good Music tag, especially when the music seriously grates on you after about 5 minutes.
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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.