@InterAction_studios “Cluckwise-Anticluckwise”: I find this wave too hard to perfectly score all the barriers (wouldn’t be a problem if someone is using A.Beam), can you add a bomb destroyer for each gear?
(Also make the gears spin a bit faster to make it possible to score all barriers if possible)
again, can you turn on “clean sweep” bonus for this wave, i’ve destroyed all the barriers and enemies but look like i dont get the clean sweep bonus
Not the wave dude asked
I feel like The Aquarium wave kinda lacks of design. Its design is too “simple”. I got some tweaks in mind that I would like to share:
- Fish size will differ. There will be 3 types of size. Big sized fish(current one), medium sized fish(smaller than big fish) and small sized fish(smaller than medium fish).
- The movement speed will also depend on the fish size. Big sized fish will be the same, medium sized fish will be 2x faster than big fish and small sized fish will be 3x faster than big fish.
- Fish amount will increase from 3 to let’s say 10 fishes and up to 3 or 4 fishes can appear together onscreen not just one fish.
- Wave will also have multiple variations. So if 10 fish will appear a variation could include 2 big fish, 3 medium fish and 5 small fish. Another one can include 1 big fish, 4 medium fish and 5 small fish.
This is how the wave should look like if the player didn’t shoot any fish(click on “Spoiler”):
To me these tweaks will make the wave seem more of an aquarium. What do you think:
- Yes
- No
Laser Matrix wave: can Chick Laserguns fire & move faster at high difficulties? The wave seem too easy.
Spoonful wave: can spoons move faster at high difficulties?
In this video enemies spawn too early at Cluckwise-Anticluckwise wave:
If CI1(in Steam & iA site) includes original 1999 version, why can’t CI2 include original 2002 version(also xmas)?
Pong wave: I noticed that player gets faced upside-down eventhough there are anomalies for both upside-down & default directions. Can you make the player face the default direction instead?
Volcanic Eruption wave: can player also face the default direction instead of facing upside-down direction? Because anomalies won’t be used much since the player can kill all enemies when facing upside-down direction.
Maybe we (and by that I mean IA) can apply these changes to Fishing with Dynamite as well?
already mentioned.
I know it’s too early for this but I figured out a way to add turkeys in the thanksgiving edition, every enemy (at least the 3 main ones) should have their own design like the mockup below:
do you know how much I support this type of idea to make turkey chickens come to the game? I’m so desperate that ONE DAY at least ONE DAY my wish will come true. Hopefully, same thing happens with bunnies as well.
Maybe it’s possible? Just created these designs, they are simple but I tried, they may require more sprites because the body is also colorized, only if iA used Hue / Saturation effect.
In CI2U, was there a change done to the XX8 Asteroids! levels? Before, if you didn’t destroy the asteroid to spawn children, it would disappear after it touched the edges ten times. I would “skip” these levels past Venus because the asteroids are super dense (I play on SSH). Now, they don’t disappear after touching the edges ten times.
As fun as those designs are, I can’t help but think that the game is primarily about chickens. And replacing them would be like replacing 70% of the chickens in the game. Perhaps it would be better to replace units like chemical chickens or chickennauts with turkeys/rabbits.
At this rate it’d be criminal that IA doesn’t apply your seasonal designs.
@InterAction_studios Can “Gashapon Machine” wave have a packing order bonus?
And can this wave have danger zone from down i lost in my first time
As you can see they will go down immediately while it see anomaly zone
Just stay in left or right anomaly zone before the wave begins
Yeah!
I am a person who often switches between PC and Mobile. But the problem here is that I have to constantly press the button to increase or decrease the maximum number of players, which is very time-consuming. Can I suggest a function to adjust the maximum number of players using the keyboard in the range of 2 to 99?
suggested






