This game is very close to excellent. It needs several tweaks. 1) The balance between heroes is way off as several people have noted 2) It would be good to be able to buy a limited number of spells or icons to reset the board or buy guards rather than only waiting for 4 in a row. 3) A more detailed stats page would be fun too. I hope there's a new version in the works.
Damn. Took an early run at the evil Graveyard to steal the harder badge. I reclaimed it by day 25 but then had a rude shock. You can't take out the portal until you have 3 defensive buildings, 50% happiness, and 15 soldiers. Oh well. Back to the grind
How about making all movement mouse driven? The movement is automatic if you click on an object or monster - why not just do the same when clicking on a location? Why bother with the keyboard?
For level 24 .... aim between the spinners to knock out the top zombie. Take a second shot to knock out the lower one. Don't go for headshots. Sometimes you can get both with one shot plus the brain. Next shoot the slider and stop the lower spinner. Let the upper two spinners spin. Finally, aim a shot at the helmet of the superzombie. Time it right and he'll bounce into the saws. I did it in 3 shots total - 10900 and 3 stars.
Great Game. Love the upgrade system. Needs some navigation upgrades as well - speed and agility. Make the bad guys get faster and more agile also. That would really bring the kinetics and action to a new level!
Great game. Two small suggestions to make it even better. 1) Make the ocean larger as Moby gets bigger. 2) Tweak mouse control so that it registers even when the cursor leaves the flash window. Nice job!
I agree that Kongregate should have an art house category for beautiful games like this. Maybe a Kongeregate Art Walk achievement kind of like the Pixelated achievement or the Best 0f achievements. The badge would require completing all of the art house games on Kong.
Boring. Like the old ones better. For achievement seekers: Just stay on the perimeter, keep moving in a cycle and aim toward the center. It doesn't matter what ship you have. You'll avoid hits and eventually clear the field. Unlike previous versions, you don't get thrown out of a bubble until it's all clear.
(continuing my comment) In fact - I think the entire game can be thought of as a tutorial for playing an actual game. It introduces all the tools a cell has to manage its environment. The actual game would be level challenges requiring the student to manage those tools to accomplish different tasks. It's actually no different than other management/strategy games - like civilization. Tutorials are great to get things started, but you only really learn the game play playing it.
Great concept - but it's not really a game because theirs no challenge. It's an extended lecture with movies. Not a bad thing to be sure, but I think students would learn much better if there was actual management and risk involved. If the cell's survival depended on how well they understood the parts of the cell and how well they managed their interactions. If it was done that way then the students score in the game could also be used to assess how well they understood the lesson. A high score could only be earned if you really understood and managed how the cell worked.