I seem to be a bit late to discovering this game, but it really surpassed my expectations of how big the game world was, so large that I was surprised to finish under 1 hour (3469 seconds). But it's a very boring hour, with almost all of it spent in darkness and holding down single directions. I would like for the movements to be slightly faster and closer to the usual platformer style, but the wall-climbing technique is already challenging for both mouse and keyboard. Even though I kind of want to see more advanced or more balanced plant growth mechanics, the simplicity of the current system really improves the atmosphere.
I got to 40-something with Godmode but didn't think it would be easy to maintain a 16+ blue combo every 20s! It's not the end of the world, I might take a look at re-balancing the rewards on larger combos.
Stop making me walk into the previous room right after I die. Stop trying to give me seizures by flashing the screen white, especially on levels where I die every 0.2 seconds. Stop nudging my position when I'm climbing the world's hardest monster ladder. And stop trapping me upside down in the sixth room of a level set with no way out!
Guess I'm going to have to be (un)satisfied with 95%ing this game... max upgrades and the remaining stars and quests are for not taking damage, which is impossible when everything goes from off-screen to in-your-face almost instantly and takes forever to kill.
After examining the massive amounts of lag, the trend is so clear that I can only come to one conclusion: the next game in this series will be turn-based.
This game is great: for being so easy, it's wayyy too addictive, and the wooden block effects just work so well. My only gripe is that some of the animals are nearly unrecognizable from their outlines (is that a hamster or just some abstract shape?) and it would have helped to have additional details drawn in on completing the level so I could see what they were.
Since insane mode is just so insane as to be completely dependent on the build and having great luck (or superhuman dodging), why not just make money infinite at that stage, rather than make us go through quick but pointless grinding?
I was going to take away a star for being unnecessarily long and tedious, but I'm adding it back for the reverse maze being different from the forward one (and also, being able to get a score while being completely pacifist!)
This game might need some debugging - when it lags badly (because I'm on firefox with other tabs open) very weird things happen: getting two bounces on the same block in quick succession, missing jumps by falling in between boxes, falling straight through the purple boost blocks, and even coming to a complete stop on top of a block where even left and right don't work! There's also a non-lag related bug: when going from the end screen back to the last level, the box no longer respawns when falling off the level.
Hi. Again thank for the feedback.
I just uploaded a new - bug free version. All the issues has been addressed. Hope it's much better now! :) Take care!.
It only took days of testing every single thing, but I finally found it: The way to jump off a ladder is to press jump. Your jump key cannot be up! So, *ahem* @Electra77, you're doing it wrong! Do NOT map your jump and climb to the same key!
So tell me about this "metroidvania", where you can only obtain one ability before getting stuck, where there are multiple paths that require you to jump just one block higher or further, but only one of them traps you at a checkpoint where you're doomed to make the same failed jump over and over, where you keep hoping you can jump off ladders but only figure out how to shoot off ladders...
Over a week after (wisely) choosing not to reset, I've finally reached a point where all hero upgrades are stuck waiting for ooze (the lowest hero level is 80, and there are 10 of them). I'm surprised it took this long, given how imbalanced the distribution was in the past week.
I'd like to see some "boss" blocks with low hp and special effects modeled after the enemies from earlier in the series (regen, block up the board etc.) and upon reaching a given fail condition, the boss block will self-destruct without any bonus and a regular block takes its place.
Here's how I calculate time I would need to waste on level 20 to 100% it: ~10% chance to not get a random group with 2 ranged units, which kills the run. ~50% chance to then kill another unit to unlock a piece. Add up 20+ "difficult" unlocks (Should have saved more tickets!). Total attempts: about 400. Average attempt takes 40 seconds, so 4-5 hours of attempts. Raw stats needed to get that 50% chance: about level 50, so about 150k fish per stat per cat (maybe, it's hard to get an accurate value without the actual formula). 1.8 million fish at 540 fish per second = nearly a full hour of just holding down the mouse button. So "Over 6 hours of gameplay" is certainly an understatement.
I love how some levels have this puzzle aspect where you have to figure out exactly when to jump to change the path. Unfortunately, unlike most puzzle games it takes you half a minute to get another try when you mess up. Even so, this game feels more polished than the first, especially with the minor details like clickable objects in the world map (and the dressing room/gym being in the submarine!). P.S. the dressing room cat appears to be glowing, he might need to get that checked.
It's an okay idea, but being this grindy and kind of unfair I wanted to switch sides and play as the humans, because it really feels like the upgrades aren't helping.
I got to 40-something with Godmode but didn't think it would be easy to maintain a 16+ blue combo every 20s! It's not the end of the world, I might take a look at re-balancing the rewards on larger combos.