Re: a sweet return
Hay all, sorry for double posting, but you'll see why shortly.
Nina0116, I have found a game braking bug in candy crashers that needs to be addressed asap!
It's the second issue in the following report.
The funland robot is bugged.
If you lose a card by getting attacked, you can't pick it up again.
Even if you pick up a card, it's sound still plays.
After losing a card, all other cards start over, but you can't get the final one you need to finished the fight.
After collecting cards, you can exit and restart the battle and collect cards and they will count from where you left off.
The final battle is quite impossible to finish.
Instead of raising the stats of all of the other monsters, the game is actually raising Redbeard's stats, so it is quite impossible to damage him.
My attack is 346 on turn 1, and his defence is 345.
After I defeat the 4 eboneser Krabs that appear, his defence is 348
.
I did notice a weird cutsceen stat in Redbeard's status screen, does this effect anything?
I'm perfectly fine with his attack going up, but whatever calculates his defence at the start of the battle should be run everytime his turn starts, or something to insure his defence allways stays 1 les than the plaier's attack.
On a lighter note; I finally thought of a few things that could happen once level 20 is cleared.
First, a new item could be added to the shop that would let Mary's lazar shots attack a few squares on her right and left as well as straight ahead.
For example, she fires east, but at maximum, the upgrade would effect all squares east of her, as well as 4 squares on either side for a much shorter distance as well.
an item could also be added that would let her zip along a straight path in whatever direction she is facing until she either:
A. runs out of moves.
B. hits an obstical.
This would help with cle
aring vary large maps.
Finally, an upgrade to her lazar would allow her to take shots without ending her turn.
This could be implemented simply by adding a move cost to her lazar.
It could start out costing something like 400 or so moves, so as to not effect the early levels of the game.
After level 20, however, it could be lowered to 60 moves, and an upgrade could then be bought in the shop that could lower this to a minimum of; say; 25.
I realise this move cost is a little high, so you could allways just add in some kind of value that decreases and cap it at a max of 9.
This could also help reduce the clear time of large levels.
I also think that bombs should have a move cost, just like hitting a wall or monster does.
I also think that big bombs are way over powered.
In the early stages of the game, they work okay; as the maps are vary small, but being able to clear 195 squares of walls with just one action is a little much.
Maybe
they could also be upgradeable like everything else is?
Say, start out with them being able to clear 20 squares and then; for a cost of somewhere around 1,000 or so, add 10 squares to a big bomb's effect range.
This would also up the movement cost as well.
Start it out costing 3 moves to set off one of those bad boys, and ad 1 move per 20 squares of effect.
I'd also consider cutting the price of all current items in the shop in half, and removing access to the movement and lazar range upgrades until after level 5.
You could then add new items with higher price points, and plaiers could still have enough points to buy what they wanted.
Stat caps should also be set.
Attack and defence should have a max of 300 or so, movement 100, and lazar range 30 or so.
Instead of allowing big bombs to be upgraded, you could simply add a super bomb to the shop that does what the current big bomb does for a vary high price.
Extra lives could also
be added, along with hp upgrades.
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