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Game comments and reviews
Jul. 07, 2009
*uprates to counteract the people still butthurt over bible fight*
Jun. 30, 2009
instead of rcl, lcl+hold a key. Prevent mines on initial click. Standardise a few scenarios for a challenge mode with levels, which will also allow people to compete for scores, or people aren't going to give this is second glance.
Jun. 29, 2009
good difficulty and art, sometimes requires too precise clicking though.
Jun. 26, 2009
Judging by the scoreboard more than half your game is just too hard to reach for most people! Personally I can't quite make it to the 40s. I can't use the game in a flash tournament easily either because of the grind/level aspect.
Jun. 25, 2009
shuriken and pirate cannon are the best. shuriken will give you crap accuracy score tho while pirate will give you over 100%, at the cost of recoil.
Jun. 24, 2009
legendary maniac message never goes away, and then not even a highscore at the end. nice.
snoozefest on insane and very repetitive.
takes a while getting started, could use an early introduction of an enemy type firing missiles on a short wavelength sinesoidal homing path or something with equivalent effect of preventing the most effect tactic being stopping+waiting>firing>dodge any remainder>repeat so you actually have to aim your deflections.
Jun. 23, 2009
nice mechanic, rather boring levels.
Jun. 20, 2009
people having trouble max spread and rapid. then get a couple in health and regen, latter can wait a bit as health is maxed on lvlup. additional defence vs offence is your call but ignore quick learner.
not that hard guys, 2.25 mill 2nd go and still took 4 bombs to the grave. should be 4/5, 2/5 mostly for no api or score submission, also not having firing to default on (make bomb left click except on pause with autopause on lost focus for example), mixed upgrade balance (xp is a joke with level capped at just 20, health and specials upgrades may be well balanced but after the all important firing upgrades little room left to play with).
great mechanic, shame difficulty tended to increase via performance rather than puzzle-solving. Developing the core mechanic with 2-3 further 'types' than leapfrog, reflect and run and opening level design to the community should make v2.5 a solid 5/5 game.
Jun. 11, 2009
the randomness is frustrating.
Jun. 08, 2009
an improvement would be requiring ctrl+click to use back and options
Jun. 03, 2009
no speedup, complete guesswork as to relative use of units, unreliable clicking of upgrade, occasional bug of not being able to place anything on a new level.
Jun. 02, 2009
The clicking is frustratingly unreliable.
Jun. 01, 2009
Also shame about the imprecise graphics on the moving red blocks, it's a challenging game already without adding artificial difficulty through unecessarily ambiguous hitboxes.
Gameplay seems a lot more fun improvement and nice interface. But until the mute is expanded to sfx I won't be playing, or rating highly.
May. 29, 2009
I'm at level 14 atm and I don't feel like the game's got significantly harder. A couple of extra blocks in the middle don't really change anything, maybe an extra colour or something..?
May. 28, 2009
not great colouring, weapon balance seems lacking. Just a 'work out the build order' td clone.
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