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-Yes there is quite some variations in difficulty between levels. Althought we tried to slightly build up difficulty, the 'latest' JM games (JMO,JMO2) are less progressive than older ones as we assume that experimented players already know the basics. Newcomers can discover most game mechanisms by playing the tutorial levels. Previous games have no tutorial levels.
- in some very rare condition, a gem can switch its color to avoid a deadlock case (no possible matches). However, this shall NOT happen in pearl levels where a deadlock case shall just complete the room. It would be interresting to know the pearl level number if you see it occuring again.
- counter keeps ticking in time mode : good catch ! This is indeed a bug ! It was fixed in JMO and I updated the code for JMO2... but I wanted to add a slight delay of one more second before the fx starts and this caused the issue. My bad, I always want to change something... ;-/ It will be fixed in the next udpate.
- achievments: yes sometimes the synchronisation with Steam achievments can fail (online issue... ?) but the game try to resynchronize them on a new start.
- Good comment about the chest, there is no need to display the red message when the user get the bigger chest.
- OK, I will add an achievment for playing in insane mode the whole 200 levels :)) Not sure it will be in the next update tough.
Ludoor, yeah, that'd be awesome if you put in a Steam trophy for playing the whole game in insane. Some of the other achievements like buying all the hammers or enough things out of the shop seem lame.
Personally I'd rather you didn't, and furthermore I'd bet that would be the majority preference among the player base. Hardcore Skillz can be their own reward, while achievements for such feats tend to alienate many players otherwise drawn to a game in this genre, who would view achievements mostly as a way to track completion.
Also, there are no achievements for completing the game in your basic timed and limited moves modes, so why go all the way to the max with insane? And as for adding even more achievements post-release with no additional content, that strikes me as bad form. People move on from a game with a sense of completion, and find out later they are missing this, that and the other badge, bauble and trinket. It's disappointing, and many of us get enough of that in other pursuits.
So to follow up on the exchanges, I first would like to thank you, Ludoor, for listening :)
About the pearl swapping properties, I meant the ones that are NOT on pearl levels - so, standard balls or whatever they are called. Sorry about the confusion.
The second part of levels (80 of them to reach 200) are a little bit harder, but quite doable. I saw only near the end the "treasure box full". I guess there's more to buy without amulets :).
I didn't get the achievement regarding 10.000 pearls while I'm pretty sure I did get more than that. I guess the achievement triggers when the amount in "bank" IS 10.000. Since I "bought" extra bonus screens, I guess I won't see it triggered any time soon :)
Finally, yes, I played timed/insane levels all the way. I don't like limited moves (and thus didn't like much all those bonus levels) as I find no fun to imagine whatever the dev team wants you to "click". That's just me :)
So thank again for this nice JMO2. looking forward to a JMO3 ;)
If you tried all the bonus minigames of the first part, you spent 4800 pearls. And the same for CE bonus minigames. So you shall not be too far from 10000.