This game is quite defective. The fact I can shoot two balls back to back and instead of fast going, they slowly sink; the fact I can have my ball blocked by the incoming balls; the fact I get NO description on why anything is happening, why the balls drop from the top or why I don't get a line or do get a line is very poor design. Interesting concept but concept really should be polished MUCH more than what it is to get a badge.
I tried playing this. I gave it a go. The tutorial is extremely uninteresting and rather insulting. It's not even trying to do a hook. Just "Do this!" like a drill sergeant. At least TRY to reel me in. Also, why do I want to play a game that essentially is a once in a while click idle game. The battles run themselves. If I want to play an idle game, I'll play an idle game. I play the card based RPG games because I enjoy the challenge and the strategy, not the "click attack to start" and wait 5 minutes. And what is the reason for having a game that is only all visible if you run at least 1280x1024 screen resolution? You can scale it back a smidge. Really, this game should never have gotten badges. Someone bought their way onto Kongregate.
Another suggestion is to get away from this arbitrary number system. I want to know how many levels I'm getting. The swimming goes up by 5 for every millisecond in the water so 10000 gets maybe 5 levels, but 5000 on the downward running level gets the same. Stick with one numbering system, not multiple. I would want to know how many levels I'm getting.
Ducklife 4 is broken. The Endurance level of the swimming is utterly broken. You can't do anything without your duck faceplanting hard into the ceiling. I would suggest something more like the originals. You got away from what made the games fun.
I like the concept of this game. However, the execution compared to the game it's imitating (Guitar Hero) is flawed. The lines moving across the play area in Guitar Hero aren't there for decoration, they're there to designate the 1 in the 1-2-3-4 time signature, or to put it another way, to designate when the start of a new measure is. It's where beats commonly go. Plus the notes aren't always in sync with the music. I love the aesthetics, I love the music, I love the concept of the game play, but I can't give this a good score since the execution is so flawed to me.
This is a very slow, sluggish game. This is like a lot of other builder/strategy games, like Call to Gods (an infinitely better game) except that there is no way to get things like the cards without actually paying for them. And the exchange rate sucks. 2000 Kreds for the most. It's 1150 Kred for $100. Besides, the crystals don't go that far. In Remnants of Skystone for example, your brass went a long way. I'll get maybe some resources in this... 1/5
It's not a horrible game, it probably can actually be quite fun. It is a loud game (I had to halve the volume of the sound effects and nearly mute the music) and the tutorial while exactly explaining everything just felt clunky, like it was expecting me to be completely game retarded. How do you move? Really? Something you explained 3 seconds ago? I just think it's too much like all the other Scorched Earth clones out there with pretty graphics. Oh yeah. And the "do you want to leave this page?" thing when I want to go to a different page? That's a crock of it. 3/5
I like the idea but sadly you really need to fix the lag issues. It almost feels like the animation is deliberately slowed down like each frame has a couple frames of stop animation in between each shift to artificially lengthen it. I can't see a speed difference between low and high quality and that's a bad thing. But a skip battle animation button or a fast forward would be wonderful.
Honestly, this game is all about that one perfect shot and there's no real incentive to try hard. It has way too many issues with getting stuck on that one shot. Also, how the devil are we supposed to know what par is? Seriously, this game is slow and ponderous. I shouldn't have to feel like a game is a slog.
This energy thing is ridiculous. No good reason to have it other than force people to pay rather than waiting. I'm sorry. It's one of the better designed systems for card games, but the problem I see is that it's a pay-for game and this is really quite off putting. Yeah, I can get it, but if I'm on a roll I don't want to see "You don't have enough energy, but you can PAY for more, just click here to refill for 10 War Bucks." Yeah, it's kind of a useless function.
Much better than Desktop Tower Defense. I'm not a fan of TD games (mainly because it's the same stuff over and over) but this one at least has something beyond "add more powers to things" The upgrades to mega towers and mega mega towers kick ass.
Not terribly impressive but a pretty good. It's a similar game to Hands of War. A few upgrades, but it's really not that new or amazing a game. I've played worse though. I don't really care for these types of games but good job none the less
I love the game. I liked 99 bricks. But there's a glitch that you REALLY need to fix. I have several times clicked off after I had won a level only to click back on and don't go back to the map and don't win the level. Fix this and you'll get a better grade.
It's a bit glitchy. Not a bad game. Sometimes you make these very odd shapes that you don't find in tetris and other times it glitches out saying that you have drawn 5 squares when I'm making a Tetris T shape. I think this could be fun if you fixed the glitches.
I really would like to rate this game higher. It's just really difficult to get used to the controls. They're really not intuitive. It makes for a lot of trial and error. A way to change targets quicker (like E or Q) might make the fighting easier.