Once you realise that the only relevant factor for how difficult an obstacle is is how high you have to jump, the game becomes easier. Green helis are no different from tall trees- you have to jump just as high to clear them.
@askolan None of the final boss' attacks are unavoidable. If you're talking about the whip, it's got a limited range- if you watch closely you'll see there are parts of the screen it doesn't reach.
The final boss is a major step-up in difficulty, but the good news is, if you can complete that then reaching level 25 in Survival is child's play. I completed it with four homing rockets, 3 with split and 1 with weaken, and with shield, autobomb and the focus hull. Plasma (without homing) also seems viable, though you may struggle to target the boss in the late stages. Focus is your friend- you can get away with ignoring that feature in every level prior, but you need it for this one.
You can prove you got 1000 doeos if you finish hard mode, as there are 5 stages that require 200 doeos each. Obviously this is a lot more difficult than the intended challenge, but if you're desperate to earn this broken challenge it is possible. In other frustrating news the 'Report missing achievement' button doesn't show up if you have all the badges already, so if you need the link it's here: https://1b49a41e-2d72-4dae-8488-b4fe6976729b.atarimworker.io/feedbacks/new?game_id=9480&type=MissingAccomplishmentFeedback
Cool idea. AI's not the brightest, so 11 was the only level to present any real challenge (took 4 tries). It seems that most of the difficulty comes from the player's inability to manage everything at once rather than any real strategic considerations- perhaps it could be improved by limiting the number of players and bases, but improving the AI and maybe giving the AI some advantage (such as additional bases). A bar that shows the relative populations of each colour would also be helpful, though not a necessity. Overall I'm giving this a 4/5.
Good and fair review. In the full version I'm most likely going to limit the number of units that can spawn per base (as well as totally rewrite the AI). Thanks for playing!
Great concept with a good difficulty curve. Reminds me a bit of Factory Balls, but I preferred this as it's a bit more challenging (Factory Balls hits an upper limit on difficulty early on and beyond that just becomes more complex without any meaningful increase in difficulty). Last couple of levels require some slightly out-of-the-box thinking. Hope to see this get badged.
Silence is OP as hell, especially combined with Regeneration II. If you keep your opponent under silence permanently (cast silence every second turn), they can never heal nor deal significant damage, so you can just whale on them with impunity.
Lethal Jagged Spine is the most hilariously ridiculous protagonist name I've ever come across, even in Kongregate RPGs. The super edgy design and dialogue make it even funnier. I hope this was meant to be satirical, because I cannot possibly take the story seriously.
I'm no puzzle game purist, but there comes a point where the levels barely even count as puzzles any more. Pretty much the entire game barring level 20 can be completed mindlessly, and the hardest part is working out what connects to what.
I really liked the 'Loops of Zen' level 21, but it's a bit too divorced from the rest of the game. There's no similar level to it anywhere. Having a separate game that contains only puzzles of that type would work better than dropping the level in the middle of this one.
The level difficulty doesn't increase to the same extent upgrades do. I hit the point of practical invincibility around level 13, and never failed a subsequent level. Once you get a bit more than halfway finished on the upgrades panel you can spend health like water to get pickups and annihilate everything on the screen even on the later levels without much consequence. It makes finishing the remaining half of the game feel more like a grind.
Hi, thanks for playing. The game is very easy for players more experienced in this style of play, and it is fun at the same time for both players. This game was shaped by the initial players who have played since the publication date haha.
It's like a bullet hell with none of the appeal of actual bullet hells. There aren't that many bullets, but your character is painful to control, making dodging an exercise in frustration.
@Markydesade The difficulty increases with every picture. You can see how much dye is required per pixel by mousing over the % bar to the left of the painting.
I would love for it to be that simple haha! This game had many versions during production and it changed a lot from the original idea. It already had the name and some things were already defined so I had to change many things to fit, eventually losing some of the essence of the name :}
And of course, I'm not going to let such a good pun pass that easy :v
Does anyone else find this game tremendously laggy, especially in the later levels? I don't understand what this game could possibly be doing to make it run so slow. Do you have a memory leak with the blight effects or something?
Good and fair review. In the full version I'm most likely going to limit the number of units that can spawn per base (as well as totally rewrite the AI). Thanks for playing!