Two things: One, there needs to be a way to disable certain powerups from showing up in levels. The flamethrower is absolute garbage and I am basically being punished for unlocking it. Secondly, there needs to be a way to quit back to the level select from the pause menu. I shouldn't have to kill myself to restart a bad survival run.
How to beat the last boss: Set up 100% defense and 144% counter. Hope he combos himself to death. It worked eventually.
This is a great little Puzzle Fighter clone, but a few points: Firstly, Heal is WAY too weak. It's basically worthless after the first few levels, it just doesn't do enough to matter. Secondly, every combo should give some benefit. If you get two attacks in the same combo, you do twice the damage, but two defense or counters does nothing. They should stack with each other. Similarly, defense should be able to go above 100%, with any additional defense healing you. That said, with those changes to defense/counter, the base values should probably be lowered quite a bit to retain balance.
Pretty fun, but also pretty easy. Call of Duty is OP, because in the end having an army above the supply cap just wins. Especially when it gives you time to build up resources for upgrades and to reinforce as soon as enough of your guys die. Never bothered with any of the other heroes, never lost a mission (although the golem one came pretty close).
This is a great little physics game... with bad physics. In most games I could excuse a few instances of bad bouncing or the ball getting itself stuck in walls, but really? The entire game is based around a little ball bouncing against walls, you'd think you could put a little more effort into your collision detection. 3/5 for good idea, bad execution.
@cubs969 that just makes me think of a multiplayer version of this. With like say three or four cities near each other with small gaps between them, just trying to make sure the meteors land on anybody's city but their own. It'd be hilarious.
Great little puzzle game, love the mechanics. My only issue with it is the colors - I'm not color-blind and I have trouble telling the difference sometimes, between purple and brown especially. Other than that, it's a lot of fun.
Quite a nice little puzzle game. I enjoyed it quite a bit - my only complaint being that the final level was disappointingly simple. It's got way too many zeroes and nines in it - when you fill them all in the puzzle is basically done.
Pretty good game, though it's nothing new as far as hex games go. Two major points: One, your supply lines need to stay up even when the cells run out of energy. Remaking them is just tedious and takes time that you really don't have in later levels. Secondly, connecting two cells should be as simple as a mouse swipe in the correct direction. You can't connect farther than one cell away anyway, so there's absolutely no reason to force people to actually click on the cell they're aiming for - a direction is sufficient. Far too often I was swiping quickly to try to connect long lines of cells or redirect existing lines and I had to do it two or three times because it didn't register the first time. Again, this takes time you don't have in later levels. Fix those simple issues and it would be a much better game.
To those downrating it because of the anti ad-blocker ad: The game developers of the world apologize for wanting to make some money so they can eat and continue to give you awesome games for free. Oh wait, no they don't, you're just entitled idiots.
Some suggestions for this:
-Countries need to OPEN their borders again if your disease goes into hiding, or recession, or something. It needs to be something other than "Oh, a random event triggered, I lose." There needs to be a way to get around it. Whether it be through just lowering visibility, or having a dormancy option, or something. Alternatively, there needs to be a way to spread into countries with closed borders (why doesn't having airborne or waterborne transmission do that already?)
-Zero infectivity needs to result in your disease dying out. Zero visibility should guarantee that you will spread everywhere without having borders closed (as it should be impossible to get zero visibility, due to the above issue of your disease dying out). Clearly, some numbers need to be tweaked behind the scenes.
The balance needs to be shifted so that the goal is to balance infectivity with visibility - there needs to be a reason to increase infectivity (your disease needs to just die out if it's at zero). Similarly, there needs to be a reason to keep visibility low - it should actually help you spread everywhere, instead of it just being a complete crapshoot. Until those issues are fixed to actually add useful decision-making to the game, this isn't even a game - it's just a probability simulator (I wonder if the 'spread to region' probability will hit before the 'close borders' probability hits this time! Woo).
Alright, so some other points about this game: Firstly, you should be able to scroll by dragging on the main screen. There's absolutely no reason for that not to exist other than laziness.
More importantly, however, it's quite clear this game was not playtested enough, if at all. It's completely luck, and what strategy exists only exists to try to mitigate that fact. Infection is WAY too easy - once your virus hits any given region that region is doomed, even if your infectivity is literally zero. Similarly, it is WAY too easy to just be completely locked out of a region - even if your visibility is literally zero, 90% of the time at least one region will close its borders in time and that's it. This takes all possible strategy out of the game, since visibility instantly ruins you and infectivity isn't needed.
Alright, this game is pretty amusing, but is it seriously necessary to tell me to go read the tutorial every time I start a new game? Yes, thank you, I get it. Put in a one-time check for that stuff, it's not hard. It's annoying and it's just bad, lazy programming. 3/5 just for that, because you can do better.
This game is clearly trying very hard to be Perfect Cherry Blossom - and it does quite a good job at it. It's a lot easier, of course, but it has unique and interesting enemies and bullet patterns that make it quite enjoyable. My only complaint is that the characters aren't balanced against each other in any way - while I like the fact that they all have very different styles, some are leagues better than others. Matt and Natalie are basically worthless just for having no ability to clear the screen with their sub attacks, and Anna would be good if her main attack aimed just a little bit more. But Lance is by far the best - both his sub attack and bomb are very good at clearing the screen and focusing down bosses, and his basic attack does the same when he's powered up. NoLegs is a close second, but his bomb isn't as good and his sub attack doesn't help against small, powerful foes.
Pretty fun game, though it was pretty easy. Once I could activate cloak every ten seconds I could just walk past everything except dogs, and they're easy to lure away from important points. Add that to all the defensive upgrades (bullet shield, health and syringe upgrades) and I didn't die once until the final boss. Then again, it might be harder to do it if you're not going for pacifism every level - I personally didn't bother buying any new weapons.
I think I may have accidentally made this game far too easy - when I unlocked the slot machine, I put 30 coins in once, just for kicks - and got the jackpot of 45000 gold. Never ran out of money again, just bought everything as soon as it became available.
How to get the hard badge:
Make a single path through each level that passes through the most chests, gems, exp books, and monsters (and as few traps, but don't skip a bonus because of a trap). DO NOT simply make the shortest possible path. Make sure to fully equip all your heroes and re-equip them every day. Give every single item to an adventurer, even if it's a continual stack of giving and discarding. Open up new levels as soon as you can afford them, but don't let your adventurers go to them until you have a full path to the exit. Don't stop any days in the middle, even if it takes a while - you get gold when they return to the surface. When you get to the dragon, make sure your path to him goes through the blue portal. Adventurers ditching is much better than them dying, but don't worry about trying to save them, if one dies you'll still be alright. You should end up with 2-3 level 14-15 adventurers getting to the dragon around day 20. It should only take 2-3 days to kill him.
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