Everything kind of clicked for me around the end of the third level in the tutorial. I'm still working though and I don't plan on move on until I get that 10 million during the tutorial achievement.
[quote name='RelentlessRolento']too good... I love this. Also, why does tutorial level 2 have J. Allard's pic in it :lol:[/QUOTE]
:lol: The level is called The Eyes Of Allard :lol: In the interview he did at a school, he said he was approached by 2 people from Microsoft who were giant Tempant fans and asked him to bring a game to the Xbox Live Arcade. I would imagine that J. Allard was one of those people.
[quote name='io']I also have a hell of a hard time seeing the shots which can kill you, and really have no idea what I'm supposed to do with the flowers.[/QUOTE]
I think you are suppose to let them grow in full and then jump them. Not 100% though.
- edit I guess it's a good time to repost the tips Jeff posted at a different forum. I forgot about them.
[quote name='stinky ox']
Enemy shot juggling.
All enemy shots can be shot in turn by the player's shots. Shooting an enemy shot pushes it away from the player, towards the far edge of the surface. It is possible (and desirable) to shoot enemy shots away so that they actually leave the surface entirely and float out into the space beyond the surface.
When a level ends all enemy shots still active become harmless to the player, and as the player passes each one it explodes with a "sneeze" sound effect and a bonus is awarded to the player. The bonus awarded depends on how long that enemy shot has been "alive".
Enemy shots pushed off the surface and out into free space will, over time, turn around and drift back towards the surface, eventually re-entering the surface from the far edge, sometimes at considerably more speed than they were originally fired. The player should keep an eye out for such returning shots (their re-entry to the surface is signalled by a 'dog bark' audio cue). These can be avoided or, better still, shot away again. The more times a shot is "juggled" in this way, the more points will be awarded when the level ends and the remaining active shots are converted into sneeze bonuses.
Flowers.
These are born at the far edge of the surface and grow up towards the player. Usually the player can shoot them with successive shots pushing the growth back away from the player. Flowers will grow to a specific height, wait for a certain amount of time, and then the head of the flower will come off, flying up towards the player, eventually passing "above" the player and off into space before disappearing.
Detached flower heads cannot be shot and are a collision hazard to the player. Detached flower heads cannot be bulled.
Shooting down flowers adds to the Power Zone. It is a handy technique to "cultivate" a Flower, shooting it occasionally to keep it from growing to full height and firing off its head. The player can keep shooting it for a bit of extra Power Zone as necessary.
Depending on the level rules, the amount that a flower recedes when shot may vary (on some levels it can be zero).
Depending on the level rules, the height to which a flower can grow may vary. The maximum height may be *above* the near edge, in which case the flower stalk is a deadly obstruction hazard to the player. The stalk cannot be bulled through; any contact is fatal to the player. The player may use Jump Pods to jump above the flower and shoot it back down below the near edge in such a case, or may simply wait for the flower to "mature". the stalk hazard disappears once the flower head comes off.
Once a flower has grown to maximum height, the stalk turns from green to white. By observing this the player can see when the head will come off - when the stalk is fully white.
Flowers may be removed by shooting them right down to the far edge of the surface. Shooting arriving flowers early before they have a chance to grow yields a 1000 point bonus.
Some flowers on levels 81 and above have an extra attack when shot.
[/quote]