| #01. | Firewall leaves balls colored sometimes (jungo_bug01.jpg). |
| #02. | After completing a level there are some balls that don't disappear. (most often it happens on X-3 levels). (jungo_bug02a.jpg, jungo_bug02b.jpg) |
| #03. | When player opens options menu from the in-game menu, there are some graphical glitches (jungo_bug03.jpg). |
| #04. | There are cases when the game window in windowed mode looses focus. Sounds don't play after regaining focus. |
| #05. | In windowed mode: if player goes to highscores menu
from main menu and then instantly goes back before the
highscores menu is fully loaded - the game freezes (jungo_bug05.jpg). |
| #06. | If player goes to options menu from completed level menu there is a graphical glitch with the stars (jungo_bug06.jpg). |
| #07. | Game crashed when controls weren't used for some time
and Windows went into screensaver mode. After returning to
the game - it crashed. (Looks like this bug cannot be replicated) |
| #08. | After completing a level it is possible to search for a footstep without pressing "Find" button (jungo_bug08.jpg). |
| #09. | Oracle menu: too many entered symbols causing a string to move to new line (jungo_bug09.jpg). |
| #10. | Glitches in level selection menu (jungo_bug10.jpg). |
| #11. | Total score label in Level Complete menu is shifted to the wrong location. It happens on 18-X levels (jungo_bug11.jpg). |
| #12. | In OpenGL mode "Play" label in main menu is white, while in DirectX mode it's orange (jungo_bug12.jpg). |
| #13. | Balls are overlapping incorrectly (jungo_bug13.jpg). |
| #14. | After pressing "Find" button after completing level
5-1, some clicks have been made to search for a footstep, then
we didn't move cursor for a couple of minutes. After that we tried to exit from this screen, but "OK" button was disabled. Nothing helped so we had to kill the game running in Task Manager. |
| #15. | At the beginning of some levels the balls are standing
on the ground initially then they jump on the game area.
Maybe it's a bug and they supposed to jump from the off-screen? (jungo_bug15.jpg) |
| #16. | (NEW BUILD) Level 13-3. Progress bar was filled but
special element didn't appear. Magic wall was pushed back till
the middle of level but then we played till the level was lost as we waited for special element to appear. |
| #01. | PLEASE NOTE THAT THE GAMEPLAY SECTION IS BASED ON THE NEWER VERSION THAT YOU'VE PROVIDED US WITH. ALL OTHER SECTIONS ARE BASED ON THE INITIAL BUILD. |
| #02. | Game difficulty. The fluctuation of difficulty from level to level is too high. There are really hard levels, that require tens of tries to solve that are followed by very easy levels that can be solved with one try. Overall difficulty is too high also, many casual players will possibly stuck on some 9-15 level. Although we believe that the game must be balanced first by other means than just lowering the levels difficulty. |
| #03. | Magic Wall. It behaves better in newer build but still feels "unfair". Mostly because it is coupled with the lack of satisfaction from arranging big combos (with 10 or more balls) - it feels like that they are underrated by game - it is expected that a big combo blast will push magic more significantly more that it is currently done. |
| #04. | Bonuses. They can benefit from more balanced distribution. There are cases that there are no bonuses and there are cases when there are plenty of them. So sometimes it's possible to solve a difficult level only when you get a lot of bonuses. This is really dissatisfying when you feel that nothing depends on you but on luck only (coupled with low effects from big combos’ blasts). |
| #05. | Special shapes. Very interesting feature and it has a
potential to bring more balance to the game. But we believe it's
underdeveloped now. In the rush of game sometimes brain is overwhelmed
with the search of special shapes. The most elegant solution could be
the following: 1) A special dedicated sound that plays when player ARRANGED a special shape (not when it blasts!!). 2) A special highlight for special shapes as an additional signal for player that he arranged a special shape. You can also experiment by slightly increasing a wall pushing effect from special shapes blasts. |
| #01. | It could be nice to replace a default cursor with the custom one. Looks like you stick with default cursor because of erformance reasons. |
| #02. | An initial loading screen can benefit from small looped animation, which will make it less boring. |
| #03. | Main menu. Background looks too static. It can benefit from some animation, like blinking tiger eyes or some small animals/insects swarming on the background. |
| #04. | The speed of sparkles that appear during the change
between menus can be non-linear, that could possibly make this effect more intense. Linear speed looks somewhat unnatural also. |
| #01. | Earthquake power-up appears BEFORE its help description. |
| #02. | When player chooses to continue previously saved game from main menu he is shown statistics from the level he completed reviously. It's confusing and it could be better if he was given with a new level instantly. |
| #03. | A "How to play" button could be placed in the in-game menu, so it could be easy for player to remind himself of game rules (especially power-ups). |
| #04. | A "Back" button could be added in the second page of "how to play" menu. |
| #05. | In-game pop-up hints cannot be disabled. This can be annoying. |
| #06. | Options menu is overloaded with technical parameters that can confuse casual players. |
| #07. | Highscores menu is confusing because of lack of separate row titles. And second question what is the parameter that counts - score or time? |
| #01. | Zone Alarm firewall is preventing a game report to be sent. Also you send a report silently that is somewhat controversial practice - some users don't like when software silently "phones home". |
Tested by VSB Labs.