Loving the new timers, keep up the great work! Casual definitely feels casual now haha.
rahiz
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Hmmm... My face when I play the first time attack stage and I didn't find it much fun due to the pacing, only to find out every stage added on this update was a time attack stage, woe is me.
I tried reducing the difficulty to casual even, but it sucks the fun out of it being a NSFW game as well since it feels like you don't have time to look, even on casual.
Kappu was the outlier here, it almost felt like the only reason I beat his stage was due to lucky orb spawn, as I'd often fail on the first level and even had to time my specials right after a refill to quickly try to get a second one.
Oddly enough, the other stage, that doesn't exist, maybe it's due to the addition of an extra sweet that breaks with clears, almost insta cleared itself, was far more manageable. Tried a second time and it seems like the addition of glass orbs just makes it easier?
But I think the main issue I find with the mode takes away from admiring the art during the gameplay, which I found to be neat in past stages giving you time to look at unlocks as you reach them, but time attack is forcing you to play at a fast pace, despite the difficulty modes.
To be fair, not sure how one would go about this. Time attack forces a pace, in a game where you wanna stop and admire each level. Unless I am missing like, something huge and I am just being bad, which could be the case, I have never played these types of games until this one popped up, haha.
What I did find funny is that one of the new stages is Bee, and his dislike is being ignored, and while playing the stage, that's exactly what I had to do to clear it. "Listen Bee! I know you are like, doing the hottest thing right now, but time is running out!!!"
I did find the money cheat, I am now filthy rich since I already had the machine out of stock haha.
Was able to clear all stages, lotsa fun. Would buy again.
On Legend Difficulty (Not sure if this is what causes it), on any stage, if you are full to the top, and the timer for a drop runs out and you are on a spot where the drop can't happen, the game will rapid fire try to drop the orb over and over, making the "can't drop" sound effect rapid fire and the timer bar to underflow, and it starts filling up again, probably 'cuz going into a negative value.
This also causes the 10 second timer to go down super quickly.
Can reach every stage affected consistently to final level, way easier to handle now, awesome.
I wonder if the match 8 could work, if you could get more special per clear, allowing you to spam specials or something to sort of allow it to keep up with match 4.
All in all, looking forward to the future!
Y'know, I have to agree, I kinda forgotten about the stage since it was one of the first ones, and I am not even sure how I got it, but by level 6 it becomes an almost do or die situation really quickly.
It's a match 4 but the fact that it has an extra variation and level, combined with the huge orbs, on the higher levels both the bottom and the top feel like death traps, as clearing too much, despite being the goal to get bonus points, can suddenly mean a lost.
I even tried to like, stay in the middle? But then I get a random "lucky" chain and suddenly the drop from the top from clearing too much suddenly becomes a "You better make every shot count" deal, haha. Unless there is some strat to it.
Have never played a game in this style so uh, yeah, haha. Sorry if I mix up any of the terminology. Also, I have unlocked everything, but definitely favor some stages over others.
If I had to pick a least favorite stage, it'd be the match 8 one (Khloe), followed by Suika stages, although this is more related to how the specials seem to work on Suika mode.
In the max 8 stage, by the time I am near the final level for the final unlock, I feel like the board is so convoluted I don't know what to use the special on, haha. I am not sure how the RNG works for what the next drop will be but it's also definitely an issue of me just not knowing how to properly place things, but it definitely feels like a step up from the rest of the game. Given how it needs double the items for a match, it feels like it can quickly pile up as soon as you get a level up. It's at this time I wish I had the wrecking ball instead, as that special feels like you can use it incorrectly and still benefit greatly from it. I'd often accidentally mess up my own chains after a few levels due to how much space you need with double the requirement, and adding a new item every level.
In the case of Suika, it kinda feels like you get punished by using specials, as half the time I want to blast some orbs away, like in Sencha's stage, If I want to clear the board, aiming for the bigger orbs makes more space, but you lose out big time on the Level Bar, since the huge bonus comes from said big orbs. I guess this is part of the strategy to try to aim for just combing one big one, but I guess it feels a bit weird given that other specials in other mode allow you to reach the lower section that gives big bonus points quicker, whereas on Suika you have to be careful 'cuz it can end up hurting more.
But yeah, it feels like:
Match 4 are the easiest, given that specials work on your favor towards the reaching the clear at the bottom to get a chunk of bonus. I felt like even the newer match 4s are still easier than the rest of the game.
Suika (Combine) definitely feels harder with how the very same thing that gives you a chunk of points is also constantly getting in your way and you have may have to give up on them to make space with a special, feeling a bit disheartening.
Match 8 feels definitely the hardest, as by the time I could really use my special to clear I have to stop and scan the board and pick what I think might be right to lower the board and just not fill up.
That said, again, I was able to unlock everything, so I am good on that regard, just giving feedback how each stage felt to me.