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i personally don't have any issue with the controls since it's the same layout as WASD except slightly shifted; however i do have an issue with the difficulty.

in the first one although some areas were pretty strict with the timings almost everything was deterministic. you either do the jump exactly as needed or you fail, so it's all on you whether you make it or not.

for this one the sporadic enemy movements make it pretty much impossible to clear each level consistently.
the dark dragon enemies in particular are a pain, for multiple reasons.
using a sword is the best way to stun them, but unless you keep applying it the stun doesn't last nearly as long as needed, especially when you're surrounded (level 17 my beloathed).
even then there's a certain amount of endlag when you use it, but unfortunately their random movement patterns makes it so that sometimes they simply "walk around you" as you're trying to stun them with your sword, and they hit you from the back.
aside from that, i wish they weren't completely black because most of the levels they appear in also have a dark background which makes them difficult to see, adding to the annoyance.

i also can't handle the barrel enemies that you can only defeat by jumping on them.
i understand the idea is that sometimes they're used as moving obstacles that you can't remove and have to plan around, but honestly they're stuck in such narrow passages sometimes it's just not viable.
i ended up being forced to "cheese" some of them by enraging them with a charge shot just so i could dispatch them in a less precarious location on the level (i believe this wasn't possible in the first game?).
additional jank ensues, for obvious reasons.

spent a solid hour and a half playing this but eventually got stuck on critter catcher 2 (level 27) because i cannot figure out any way to get into the room in the bottom left without dying in the process (to clear the pillars to open the path to the exit).

level 17 (50 deaths) and level 26 (31 deaths) were particularly memorable for being overly unfair.
i also kind of dislike level 24 but that's just a me problem with the moving stars.

honestly i don't really have much constructive criticism this time because the game itself is solid, since it's based on the first one (which worked perfectly fine).
however i think the new mechanic ended up being detrimental for this kind of game (which requires extreme precision) due to their randomic patterns.
it ends up making it feel like the level design is lacking

EDIT: i've finally beaten the game. it changes entirely when you realize you can in fact defeat the blue enemies without jumping on them, if you hit them with 2 charged shots (the first one will only enrage them, and they're also immune to your sword).
the level immediately after is extremely painful because you cannot make a mistake due to the white dragon thing constantly chasing you, but at least it's not impossible.
also seems like the leaderboard saves your highest time (worst score) instead of your best one.

i don't even care how scuffed the last level is, i'm never doing that again lol:
www.youtube.com/watch?v=DlEckjVywFk

StufflingDX responds:

Thanks for the constructive in-depth review!

I'm not the dev, but I'll give my best advice. The patterns are all still static, but the knights/dust bunny guys will change path if you shoot them, always use the sword for consistent elimination! The brown ones also always wrap around edges, so you can accidentally make them a new path to go down if you're not careful.

If you ever find yourself playing this again, my advice for the two levels you struggled most with:

17: This one is tricky and mostly comes down to getting a feel for how they follow you, and making sure they stay grouped together as much as possible. Personally I go the biggest square route possible around the outside, making sure I use the gun and sword as I go to keep each new baddy clumped with their brothers. then go around and get the rest of the stars. It basically makes it one large enemy in concept.

creature catcher: To get in that room, hang out to the left of the bottom spike (safe) and use the swap block to manipulate the vertical robots path so he does a little stall in the top spike. Scooch into the room while he does his stall (move diagonally in for extra speed!)

My advice for the enemies you can only jump on is that the hitbox is generous when you're jumping. For example, in level 4 the one blocking the end path can be killed by just jumping at it despite no room being above it.
And for avoiding them, just always keep in mind diagonal movement is faster when scooting into openings, and hitboxes are smaller than the sprite. don't be afraid to skirt the edges of enemy sprites if necessary.

succojones responds:

What complete sloppy foolishness! I fixed the leaderboard now X(

couple considerations after beating normal mode.
premise: ended up using items (1 heal, 1 extra turn, 2 revives) but none of them felt really necessary with the exceptions of revives. they were also all used on the same encounter (4-4) which is the main offender of the perceived "high difficulty".

i won't say whether the game is difficult or not, but the penultimate encounter on the last world (6 enemies that endlessly revive unless you defeat them all at once) was definitely a beast of its own; i think the main problem is how different the priorities change between this and the rest of the game.
on every other world your priority is to defeat at least a couple of enemies early, so you aren't overwhelmed by the damage output; you need to balance dealing enough damage to clear some of the board, while not dying in the process.
for the last world it's mostly "try to survive as long as possible and hope you have enough free turns with your mage".

the main problem imo is the abilites distribution. the only way to hit multiple enemies is with the bomb spell; incidentally, the only healing spell is also on the same character.
the knight smite upgrade also heals, but it can't be used effectively on the last world because it deals damage (can't be used freely due to having to manage enemies health), and also doesn't trigger unless it actually hits (and enemies are constantly stacking critical block).
you need to juggle your mage turns to either heal to stay alive, or using bomb to get through all the critical blocks that the enemies keep stacking on themselves.

the only way i found to make some headway was to constantly cycle heal on every character, simply to avoid getting stunned, and when i had most of my health topped off try to drop a bomb to clear some of the critical blocks.
this isn't consistent since the front enemies can dispell your status immunity, making you vulnerable to the back enemies that can stun you on the same turn, even after casting regen.
if your mage gets stunned two turns in a row, you pretty much need to have revives.
if those back enemies aren't trying to stun you, then they'll be stacking critical blocks on the rest of the enemies instead.
ended up spending more time on that single fight than the rest of the game because of how long it dragged on (took about half an hour)

another thing that feels somewhat poorly planned is rogue. attack up is fine, and weaken is great since it's good support both defensively and offensively when upgraded, on top of dealing damage.
however, i got absolutely no use out of jab because planning around bleed is more trouble than it's worth, and given the option i always opt for weaken over jab, if nothing else for the immediate extra damage.
the only reason i considered using jab at all was when i needed to manage enemies hp on the last world, and the damage from weaken was too high to keep them alive; though in the end i didn't use it at all in that instance either, because i was worried about bleed screwing me over.

additionally (dunno if intended or not), enemies critical block also prevents any additional effect from occurring aside from preventing the damage. this means that drawing aggro with pummel, healing with smite, weakening with weaken (and i guess bleed with jab) cannot occur unless you also deal damage with them. which might be somewhat of an issue, depending on how you want to tune the dififculty.

TL;DR i spent the first 3 worlds actively playing the game, then the last world was just.
- mage: cast regen costantly (not for health) so you don't get stunned every other turn (assuming you don't get dispelled).
- rogue: buff knight or weaken to remove crit blocks (or deal extra damage to high hp enemies)
- knight: smite to hopefully stay alive (pummel if the enemy hp is too low so you don't defeat them)

eventually buff mage and bomb to clear the wave. it's less about difficulty and more about the revive mechanic itself being overly polarizing, to the point it changes the gameplay entirely.
i have no idea if the last boss was even supposed to be difficult because after the previous fight my brain stopped thinking, so i literally kept cycling regen on every character every single turn and only used weaken+smite on the main head until it died.

there's no issue with the overall difficulty; the only change i would like to see is to replace the rogue jab attack; instead of a single target that inflicts bleed, have another low-damaging area attack so you don't bottleneck mage.
another thing that could be useful is to have the knight protect move also add status immunity (maybe instead of thorns? idk if it's good i didn't get any protect upgrades) just so you don't need to constantly spam regen every turn to prevent stun.

AlkalinePineapples responds:

I fully agree with everything you said about 4-4. Looking at the level now, I'm actually embarrassed that I let such a horrendous enemy composition slide for this long.
It's exactly as you said: you give them any leeway and the backliners will stack countless Crit Blocks on their allies whilst stacking stuns on you, as the frontliners nullify any way of defending yourself from those stuns.
I feel like the main problem with this game is the lack of proper playtesting. I got like 2 friends to play it and we all had the same strategy of getting Bomb II and popping a haste potion during that wave. I didn't take into account that many others would have different strategies.

Sadly, I'm not a big fan of doing big overhauls after a game's release, so the most I can do with your suggestions is to keep them in mind for a potential "Helmet Hood Hat 2" or something. Hood's poor skillset is just something this game and I have to live with.
What I can do is adjust 4-4, because good lord.

Anyways, didn't expect my game to be able to get this many paragraphs, but thanks!

controls take a bit of getting used to and sometimes there's a few bugs with respect to clipping into the ground, especially on the colony level.
i also cannot for the life of me figure out how to do any damage to it; it mentions you need to roll up the heads and throw them "somewhere", but throwing them at other bugs, throwing them into lava pools, or even letting them being hit by the sunlight doesn't seem to do anything. i'm kind of lost tbh.

the chester level (in its entirety) is absolutely maddening. i honestly don't know how i even beat the race portion myself because i was pretty much next to him, and the first time i was in that same position i lost. feels more like a 50/50 so i'm glad you're not required to do it all over again for the boss fight.

had trouble at first trying to hit him at all in the first phase because he keeps moving around erratically but after toning down the camera a bit it's more consistent.
however i'm having a lot of trouble with the last phase under 100hp. the ice spikes especially seem to sprout out from pretty much any direction (even behind you) seemingly out of nowhere, and dodging doesn't actually seem to give you any kind of invincibility aside from simply "jumping away quickly" from your previous position.
the random snowballs from the audience also don't help because you can easily dodge them, except if you dodge into spikes you still get hit, and once you're juggled you can keep taking damage multiple times in a row, without even being able to touch the ground.
i honestly can't find any room to roll up a single attack without having to emergency dodge immediately after, much less to line up a shot

EDIT: found a bug on the colony level. apparently you can re-trigger an already defeated anthill by rolling a sand ball with a head on top of it, and it depletes the hp bar.
however, the stage still doesn't end until you actually defeat all 6 separate anthills, regardless of the hp bar. so the "boss" health is technically irrelevant on that stage.

also the game sometimes won't lock the mouse to the game window, which makes the fights impossible. seems like it has different glitches depending on which browser it's played on?

bokononyossarian responds:

Thank you for this very thoughtful review! For the colony, you need to drop the ant head balls into the anthills themselves.

now that gachapons are a thing, in hindsight, i could have seen a mechanic where you could get coins for playing minigames at the arcade, and you get stickers out of the gachapon machine.
though that assumes the minigames are in a playable state that doesn't murder your pc (though it sounds like that's a me problem).
it's been a long month but can't wait to see how it all ends.

EDIT: for some reason the cinema isn't showing any of the movies anymore? it's just a black screen for me (though it still lags just the same as before when you get close to the screen lol)

squidly responds:

I wanted to put collectible coins around the map sooooo bad

Bleak-Creep responds:

Yeah, I really like this idea. Maybe you could even earn coins by getting golden marshmallow roasts too.

i'm not complaining because it's still possible thanks to infinite continues, but i feel like pacifist mode is the perfect example of a challenge that isn't fun.

i'm not good at bullet hells by any stretch of the imagination, but i did manage to beat the main game with every character without continues (with a lot of bombs lol).
i completely forgot continue was a mechanic until i tried pacifist, and then i had to use 4 of them, and half of them on the last stage alone because the last few kirky spells are just "random bullshit go!" lmao. definitely not the way games like these are intended to be played, for sure.

also i swear at some point it said somewhere that pacifist was supposed to have spells last half as long specifically to balance out not being able to shoot or bomb, but i guess i must have imagined it because i can't find it stated anywhere;
also the whole time a spell was going on i couldn't stop thinking "when is this going to end?!?", so they definitely aren't.

i really like the idea behind the 10 challenges even though i'm extremely bad at those. i'm especially terrible at ones where bullets seem to have a mind of their own even though they have a proper trajectory (it's just hard to visualize), like challenge 2.
i'm currently missing challenges 2, 5 and 10, so i'm halfway there but honestly idk.
so far it felt like it's 40% dodging, 40% get an easy pattern (because somehow, they aren't consistent), 20% actually get lucky and not die from bullets you have no business having dodged.

only complaint is the game takes an ungodly amount of time to load, every time.
btw, how are the stars in the top right accounted for? like, how many are there for how much progress? i currently have 2

EDIT: my bad, i've been using terms improperly. when i said "last spellcard" i meant specifically "scars of war" (and to an extent non-spell 4, and falling sky).
i'm really bad at that, and that's the last one you HAVE to dodge that isn't just for extra points.

as for the halved timer for pacifist mode, i was looking for it in-game when i wrote that, so i guess i read about it in the description and then simply forgot;
though if halving them means "bringing them closer to the time in the main game", then i'm not sure how they're halved. wouldn't they have be halved compared to their appearence in the main game mode?

i really like this game, and it's unforunate that i can't explain exactly what makes it good compared to other similar concepts. it just is
-------------------------------------------------------
EDIT: progress report: finally beaten challenge 10, though it's pretty much up to luck.
the bottom line is, it's possible to dodge the main pattern, and if you know what you're doing it's actually way more forgiving than most other challenges.
unfortunately, there is simply no way to predict how the randomly spinning bullets that remain on screen will move, so the strat is literally to ignore them and accept that you either dodge the main pattern and win, or die trying because you accidentally hit one.

as for challenges 2 and 5, idk if i can beat them.
challenge 2 is too random to form any kind of plan, and challenge 5 is way too dense.
it's like falling sky on crack, and i'm already bad at that one; best i've done so far is reach the 19-ish timer mark, and i've seen that exactly at that point it gets like 3 times worse, somehow.
legit wondering if it's even possible

EDIT: i somehow beat challenge 5.
turns out the gimmick of the last 20 seconds is, it looks scary but the gap doesn't move so if you land it correctly you win; though the hard part is surviving up until that point and actually finding the gap.
i guess now it's time to bash my head against challenge 2 and get lucky

EDIT: i did it! 3-stars achieved.
i had so many retries at challenge 2, it says i've played reimu more than all the other characters combined lol

VGE-SV responds:

I mentioned that the time of spells is halfed at the description of the game at "Author Comments". It does actually half the time of every spell and non-spell, bringing the time you have to survive closer to that of playing the main game mode. However, Kirky's last attack doesn't count as a spellcard. It is a challenge that gives you bonus score depending on how many times you get hit before the time ends. The attack changes as the time passes so I can't half that.

As for the stars,

★ = Have beathen the main game
★ ★ = Have beathen the main game and the extra stage
★ ★ ★ = Have beathen the main game, the extra stage and unlocked all the achievements

If you have 3stars you can say you have completed everything in the game.

i really like the concept, and it's pretty fun to play;
though it could really use a proper save system because, while the grinding is not that tedious, the game is prone to freezing whenever something happens at the same time as you interact with a passenger (either picking them up, or dropping them off).
usually involves crashing into something (i had one happen as i was picking up a passenger and crashing into a vehicle, and another when crashing into the road after flying with boost into it, while dropping a passenger at the same time thanks to NoSlow)

the various upgrades are fun but i think some of them could be streamlined.
there's no reason to have vacuum, evil and noslow tied to a button.
having a lot of buttons to juggle with can be cumbersome; sometimes less is more.
i also have some doubts about every single upgrade giving you a visual overhaul: normally that's a good thing but with so many of them at once it just gets silly. would be nice if there was at least an option to turn them off (visually only. keep the upgrades).

there's no reason why you wouldn't want evil to be on at all times (since it only works on living things specifically; you still lose money yourself if you actually crash into something).
noslow is also a really good contender to be always on, since dropping off passengers immediately saves you a lot of money that would be lost wasting time trying to stop (i can see it being annoying if always on for the picking-up part of the minigame, but if it worked permanently only for drop-off that would be good).

when you have max boost (and maybe max glide?) enabled, if you touch the ground while coming down from flying, you'll "bounce off the road", and be immediately turned around from the direction you were facing before.
gets fairly annoying because max boost is already hard to control, so this makes it even more difficult to work with since half the time you can't land properly when it's enabled.

nothing much else to add tbh. the game's solid.
i had a minor gripe with how passengers' fares are calculated seemingly based on "direct distance from goal" (sometimes you have to do a massive roundabout trip to stay on road while the fare is real low due to being close to the starting point) but i assume that's because you can always fly directly to any target once you get the right upgrades.

good game

EDIT: found the ending that gives you permanent evil mode (allegedly) so that's fun. unfortunately as soon as you get the ending you're thrown spinning off the map and reset doesn't work.
so it works as a finite ending, but you don't get to keep the unlock because it's a softlock and there's no save data system

bokononyossarian responds:

While we work on the softlocks/weird crash we have added a new save system. Your upgrades should now carry over between sessions.

the upgrade system and base stats need a bit of a revision due to how the different characters work.
luna works fine; you can easily tell the game was made with her kit in mind, since after you get far enough into the game you really feel overpowered and that's what good games are all about.

because of this, xelvy's gameplay feels a bit odd to play around.
(there's an inconsistency between her in-game name and the description name, so i'll just use the in-game one)

for starters, all upgrades related to spell damage and bullets only affect the supporting magic, meaning they don't feel nearly as impactful as they do when playing luna, because they don't improve your "main" way of attacking.
for that same reason, the "additional bullet" upgrade is completely useless as it has no effect (it doesn't increase the amount of bombs you drop at once, nor the total amount of bombs you can drop) since it doesn't affect the supporting summoned magic either; it should probably be removed from xelvy's upgrades rotation entirely.

i'm not sure if there's a cap to the amount of "additional bullets" upgrades you can roll, but i never managed to get more than 2 (total of 3 bullets) when playing with luna. which is fine and all if it's intended.
however, in xelvy's case, you can keep rolling "additional bomb" upgrades indefinitely, even though you can only drop at most 8 at any given time (regardless of upgrades, that's the max frequency xelvy can drop bombs at before the start exploding).
there should probably be a cap of 7 upgrades and once you've gotten all of them they stop appearing in the rotation.
there's also a similar situation with crit chance. you can hit 100% crit chance, and crit chance upgrades will still show up. probably should make it so they don't once you're maxed out.

the stats table needs a custom revision for each character. in xelvy's case for example you get the same stats as luna but not all of them are applicable (like the bullet bonus amount, which as mentioned does nothing).
her main gimmick is entirely missing for example (notably the number of bombs, or their "blast speed", which is mentioned in one of the upgrades).
her bombs base damage seems to be accounted into base fire damage.

also, and this is mostly unrelated. i feel like there's really no incentive in taking any max hp upgrade.
while you do want to mostly focus on damage output, everything else has at least some use that makes you consider taking at least one of them.
however having more max hp doesn't feel "important" at all, since you'd rather take hp regen in case you get hit, or even speed so you can try not getting hit in the first place.
i'm not sure after which amount luck stops making a difference, but even banking on extra (maybe useless) luck feels more rewarding than taking max hp. though i'm not sure how you could make that any better.
maybe merging the two hp upgrades and lowering their effectiveness? (something like, +5hp, +.3 hp regen, as a single upgrade)

rm120 responds:

I'm already fixing many of the points you mentioned like the Zelvy's bomb amount issue. I understand some upgrades are more powerful with some characters but that's part of the game. New characters will not be necessarily more powerful than the previous one. Instead they will have their own stats/passives/skills set and it will be up to the player to figure out how to make them work. A game which does this is Brotato, the characters have limitations which force the player to find optimal configurations for each of the characters. Even vampire survivors does that in some degree.

And about health stat, I plan add a character and some skills which scale with maximum health, which open the road for "health builds", the same for the luck stat.

Thank you for taking the time to make a review, I appreciate it.

adding a review because i think while the game is nothing special, what it really lacks is some kind of instruction panel.

the game is called donut dodger, so you'd expect to want to dodge everything.
except turns out that's actually not the case, and i went pretty much the whole time not realizing until the very end (because no one would willingly get far enough where different donuts start spawning only to purposely crash into them)

pink donut: -1 life. -15 score
brown donut: -2 life. -15 score
green donut: +15 score
blue donut: +1 life

it's kinda weird that hitting donuts also docks your score since you're already penalized for hitting them but that's not really major. however, not knowing you can (and should) collect the other two types is an oversight.

additionally, regarding upgrades:
once bought, you can toggle them; however, the hp-up upgrade does not work (whether it's equipped or not, you'll still always have 3 hp total).
for the "speed boost" upgrade, when equipped you get an energy bar in the bottom left which triggers by pressing shift.
while you're holding shift, the energy bar depletes and your side movement speed is increased.
if you're not moving while holding shift, the bar will still decrease so keep that in mind.
it auto-refills over time as long as shift isn't being pressed

ACrazyTown responds:

Hello! Thanks for the review. This game is a very old project of mine, and one of my first attempts at making a game. I agree with your points, and I'll be releasing a final patch for the game that addresses some of them.

i won't say it's "impossible" to handle, but the car's a bit too fast imo.
between you bouncing around whenever you so much as touch a wall, and sometimes getting stuck to it when you're directly facing it, it's really difficult to control.

apparently you can get all the additional goals without having to clear the corresponding level;
as long as you at least collect it, it counts as having "reached the goal".
this is especially relevant for levels 13 and 15, which i cannot clear for the life of me.
add to that level 18, though thankfully that one doesn't have a collectible.

i can confirm it's at the very least possible to clear all the other levels, with my worst one being level 12 (which according to the game took me 120 retries). it's especially evil because the starting section is hard enough, but then you get to pick-a-path and if you die you have to redo the first section.
i can't even say this is the hardest level because at least i've cleared it, which can't be said for 13, 15 and 18.

i don't see anyone clearing every single level with 0 deaths anytime soon.
additionally, the number of deaths in every level seems to auto-reset when you refresh the page.
because there's no clear indication of a level being cleared, i'm going to assume the game does not save progress between sessions (rather than "auto-resetting" for whatever reason. same result), meaning you'd have to do everything in a single sitting

EDIT: ok level 18 specifically seems like a gimmick level, in the sense that you can just decide NOT to play it and it will send you to the next level instead. not sure if i like that idea but i'm not complaining about one less level to worry about. i guess 13 and 15 are the real rough ones.

while i'm still here, i would like to report a bug i guess? apparently in levels where there are moving red blocks (specifically ones that go off-screen), the blocks tend to "persist" if you die.
when you restart the level, you'll get the ones from the normal cycle, and an extra one from the previous cycle.
it's nothing game-breaking since it only happens on the first cycle every reset, so you can just wait it out, but i just wanted to mention it

EDIT 2: gave it another try. as usual, level knowledge makes all the difference.
i managed to clear every level with less than 20 deaths (with the exception of level 13, which took me 127 by itself).
might see myself coming back to this and giving it another try in the near future. i just need to figure out how to actually take that corner on level 13 properly (also 6 and 15. those are really rough)

EDIT 3: managed to clear every level with 0 deaths except level 13 (my current best is 113). guess i just gotta bash my head against it until i figure it out

EDIT 4: i figured it out.
for future reference, i took the short way (the one that doesn't pass through the green goal):
the only way to get a tight enough turn without sliding off into a lava wall is to go face-first into the short side of the rectangular solid wall and keep turning.
if done correctly, your car will get "stuck" close to the wall as you turn.
if you don't bump into anything you can still get past the corner but when making the U-turn your car will swing towards the lava wall on the bottom, so i don't see another way to make it besides this gimmick

HAGER-NG responds:

Hello, thanks for reviewing the game!
I can tell you and the players how to make it easier for yourself to complete!

The task execution process works almost the same as in SUPER MEAT BOY. When you start a level from the main menu, all the data of this level is reset (this will make it easier for you to
complete the game without damage).

I suggest you look at the levels in the menu more carefully (for example, at level 18 there is a hint on how to complete the level even more easily)!

okay i'm just going to comment at this point because all the reviews with a 0 score are relatable, but none of them actually go into detail as to why, so i'll give my two cents.

for starters, the game itself gives literally 0 clues.
the only things you can try are:
- not inputting a password (says to provide one)
- inputting a wrong password (says the password's wrong)
- "i forgot my password" (you get laughed at)
none of which help you in any way.

it took the one person who somehow "solved" the "puzzle" to give some kind of process to actually get some hints, which required to "look at the submission tags" and follow the author comments explicitly telling the password is 8 uppercase characters.

to reiterate, NONE of these are in-game hints, so the game itself does not provide any way to solve the puzzle, at all.
also, the original "clues" were:
- "can you believe it", which is about as useful as any other simple phrase in the english language as a clue (that is, not at all).
- "what lies beneath", which redirects me to some horror movie or book series i've never heard of (neither of which were related to the password).

i'm prefacing with this because after the author went out of their way to update said tags, it took one single google search to find out the actual movie the NEW quote is from, which has nothing to do with the previous ones, in any way.

i haven't given much of a look at what's AFTER getting past the login screen (but from what i've seen it's probably going to stay just as unsolved as the original problem so i won't bother bashing my head against it), but i really wanted to explain just how aggravating the whole process was.

simply put, the game isn't hard, just badly designed.
it's a puzzle with no hints, so it's pretty much a brute-force check.
i'd say in its current state it's just as unsolvable as it was before, since the game itself has not been changed whatsoever (only the tags have)

p0tterindy responds:

two words

X

D

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