This is by far the best pay-to-play game I have seen on Kongregate. Actually paying does ease a lot of the frustrations that many have commented on but there is still a good amount of fun to be had without paying. And best of all, no energy system and no artificial limit on how many things can be built at once. You will still be very limited in what you can build and upgrade by resources, which is exactly as it should be. The combat is actually quite fun with a good mix of RPG team-building and fast-paced team management, though I think that having the ability to pause while you go through menus would not be out of line. Good work overall.
Very nice game. Great story, difficulty, and length. I love the interplay of the jump and attack mechanics in that if you fail an attack you can still jump over them but it's a lot riskier so you have to decide how to split attention between hopping along and trying to attack successfully.
Fantastic! Perfect difficulty curve requiring some practice and memorization but not too frustrating. Note well, short levels are the way to go if players need to be perfect. Combines all the well-used mechanics of this genre for some interesting effects and doesn't let any one mechanic get stale.
One the most fun tower defense games I've ever played. The special abilities which are randomly dropped could be construed as unfair but the game isn't all that hard, but very satisfying.
Awful game that is ridiculously frustrating and totally unfun with lots of bugs as toppings. The main menu bugs out ALL THE TIME making menu items unclickable and 8-8 or 8-9, whichever has you start in the air, doesn't let me use the spacebar to flip every time so I die immediately. Was this play tested?
Not a terrible game overall considering some of the awful, tragic game design. There is no indication of which stones you can move and which you can't making the puzzles a matter of guesswork. No locations are labelled making it hard to find where to turn in quests and where to go next, which might not be such a problem were the map not a totally unintuitive smattering of random crap. The enemies are really annoying in all the worst ways with guaranteed kill poison (carry antidotes, lots of 'em, always!), enemy spawns at the very edge of the screen where they can hit you during a scene transition, and very tough enemies that require no strategy. Given all that, the rapid leveling is pretty satisfying. Character build: 20 points to Student, 20 to Swords, 20 to Natural Armor, 3 to Axes, rest to Berserker.
Not bad game but very hard to follow when starting out. There should be an option to pause the game when your controlled player switches so you can regain your bearings. What often happens is I'm controlling a player and chasing an enemy ball-bearer toward my own goal when suddenly my goalie reclaims the ball and since I'm still pressing down he walks it into my own goal. Similar issue with tackle and throw being same button. To win forget passing and throwing and just boost the other 3 stats to just plow through the other team to the goal. Feel free to pass it to the enemy goalie and then clobber him to get around him reliably.
Some real bad design decisions hold this game from being pretty excellent. The hitbox is too large and unpredictable, enemy shots do too much damage while collisions don't do enough. Otherwise, this is a well presented simple game for an afternoon.
Good game - more of the same in the series but that's not a bad thing. There is a serious lack of polish though. Glitches infest this release from the unachievable awards to artistry not being trained by successful crafting (only failures), to a skeleton enemy that has NaN chance to be hit. It's really not that hard to fix bugs that people find and this game should have had a few more patches before being badged.
High quality game with some serious pacing issues. You gain your first 3 of 6 allies over the course of about 50% of the game. This may seem about right - half the characters for half the game - but if you look at any other party based RPG you will see that you normally gain 60-100% of your allies in the first 10-30% of the game so that you can construct and execute a grand strategy for the team by 40% through and spend the rest of the game refining it. The battles are boring because they drag on and there is little room for strategy in that the monsters are simultaneously too weak to require serious planning while also nearly immune to most strategic actions - I rarely see a boss get burned or poisoned, much less stunned, so those moves don't seem very worthwhile. This game would be a lot more fun if there were more variety in the enemies and abilities.
What an excellent game. The physics and controls are perfect, as is the variety and difficulty of the challenges (within the desired scope of the game).
Pretty cool game and excellent job on the subtle feedback loop between performance and difficulty. As you do better the sun goes overhead which blinds you and limits the draw distance. Conversely, as the sun sets the shadows elongate making the obstacles much more prominent. Rewarding player skill with a more challenging game is something more games should do.
Like the other NoNoSparks game, you can sort of cheat a bit by guessing a full layout for a row or column and seeing if the numbers turn gray. Make sure you fill in ALL the squares AND Xs and the numbers will gray out if it's all correct. I use this to get started on the really tricky levels. Like this so others can see.
This was a really unpleasant and laggy game. And then it crashed and my new save file for my second play through was gone. My first play through which I quit early on because the game doesn't tell you how important the compatibilities are until way too late was still there but not the new one where I had well laid out malls in 2 countries. Piece of crap game.
Turbo, please stop making games: you make the most infuriating and unfun crap that gets the most infuriating and unfun badges possible. Yes, I know you don't control the badges, however, the existence of the BS hard badge is only possible because you made the design decision to make a game of golf, a stupid and awful game to begin with, TIMED, contrary to everything that golf stands for. You then made it so that your success would depend highly on the wind (which you hoped would add unpredictability and replayability but in fact just makes everyone reload the levels a hundred times) and stop your stupid character from running for the ball until it comes to a dead stop from its glacial crawl down some stupid slope. RobotJAM, you're cool, but please stick to interesting adventure games instead of Turbo's godawful sports simulators. If the denizens of Kong wanted unfair and badly balanced sports instead of space marines we'd go outside.
Beat with Level 16 Commando with HBAR. Didn't need to resort to any cheap tricks but just barely. Incredibly well balanced game in that regard, if still not very fun. Can't even wrap my head around the grind needed to unlock all the crap in the game.