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#311
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Wait. That means if I want to see both endings I need to play through the game twice ??? (there's no slot saving system, so I can't see the normal ending, then reload and aim for 3 stars)
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#312
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Just got this game and so far it's great! except for the controls... I have problems with my left hand, is there a way to flip the screen so I can use my right hand?
thank you |
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#313
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You can just replay the level, like angry birds...
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#314
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Quote:
![]() Anyways, when you finish the game and see the normal ending, your game is still the same...you can go back to any city and get the stars you need to get the special ending, which rounds the story up a bit better. Just a little incentive if you are into replaying the game, that's it. By the way, you only get three stars on Manuel's spots if you play on them three times, including piñatas. |
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#315
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Sorry, I'm afraid you cannot do that. But there are some left handed people in our team and never had that problem :/
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#316
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That's really to bad. Thank you for letting me know, the game seemed really fun, but just not possible for me to play. Wish I knew before I bought it... :/
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#317
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Quote:
Very sorry about that. |
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#318
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It doesn't sound like something that's too hard to implement, though. Sure, both right-handers and left-handers have no problem using their left hand to play the game, but it makes sense to give the players the option to use their right.
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#319
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I hate Square Tower. Hate hate hate. Aargh.
Love the game. More, please. |
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#320
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This really is a luverly game. I'm hard-pressed to find any faults beyond the purpose of this post, and am looking forward to PvP and co-op.
I've even found time to play some Supermagical since the release of TWEWY, and that is a powerful indicator of quality ![]() The one, great, glaring flaw are the boss battles. It is almost as if they were designed by another development team altogether, since they go against most of the strengths and mechanical highlights of the rest of the game. I don't mind choosing some comical (and well-written) dialogue options, but the puzzle battles that result from choosing the wrong option are very trite, and exceedingly easy. To play another round of the same puzzle if you make two bad dialogue calls is a completely dumbfounding mechanic: since the puzzle is identical, and since the aiming mechanics really aren't that hard to master, I can see absolutely no challenge, and no fun, in rehashing the puzzle. With very challenging and dynamic puzzles as a result of wrong dialogue choices, boss encounters would suddenly be something to look forward to. Also, I'd have preferred if the last correct dialogue option triggered a massive boss battle, with mechanics unique to boss fights (or even to that particular evil sister). Something along the lines of how the alien boss fights in Kitten Sanctuary changes the board layout drastically, and has the player matching in new ways and adapting and responding to the actions of the boss. Together, far more challenging and varied punishment puzzles for incorrect dialogue choices and really cool, challenging boss fights could make the evil sister encounters the highlights of Supermagical, as opposed to a now necessary and very boring evil, and a point in the game I often choose to quit just before. So, Super Mega Awesome Hyper Dimensional Team and Gala Pocket, for the sequel we all hope for, or possibly for a very generous massive patch and content update, perhaps something along the above lines might enrichen the world of Supermagical
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