I LOVE the concept, but the execution is kinda sloppy. It is WAY too easy to get completely screwed over by the random distribution. There was one point where I got about 10 houses and apartments in a row!
The VERY easy fix to this problem is to give houses a base value of 1 instead of 0. This keeps you from getting screwed over a bit, and while it does make things a bit easier, it also gives the player more freedom to play around with the scoring system. Do I line these 5 houses up to clear this column right away, or do I space them out and use a park or hospital to set off a chain reaction? Having the option is a lot more fun than being forced to hope for a power plant when your entire left side is boxed in with the two pages of landfills and factories you got a while back.
Very clever, and very well done! I got stuck a couple times, but managed to figure it out on my own, so none of the puzzles felt unfair or overly complex.
I usually LOVE bontegames... but this one is kinda... bad. The puzzles fall into two categories here: super easy, and frustratingly hard due to poor controls. 17 just seems outright broken, and was impossible for me to complete without tricking the game and moving the ball too fast for it to register what just happened. I finally quit when I hit 20 and realized exactly how stupid it would be to actually finish.
This game is simply adorable. And loads of fun too! However, there seems to be an issue with people jumping out of windows that simply aren't there. I killed 6 people, but 5 of those were from people jumping out of solid walls!
Physics-based puzzle games only work when the physics make any kind of sense. A single slab of metal suspended over a huge gorge does not support 3 tanks without bending at all, nor does a bridge magically stay suspended when you remove every one of its supports.
Great game, very addictive. But it is very frustrating to get to the end of a level and be completely stuck, with no way to get past the boxes between you and the goal. Would it be possible to force the game to not spawn anything on the last couple rows of the level, aside from the princess/key?
I thought this was a pretty basic defense game...
...Until I realized that each of the monsters plays differently. This adds tons of replay value and makes this a pretty cool defense game!
I liked Red Remover. I do not like this. All of the levels are extremely easy to beat on or under par, except for the couple that are near impossible and require frame-exact timing or huge luck. I followed the video walkthrough for 13 exactly at least 10 times, and every time something went wrong. That is not fun, that is frustrating beyond belief.
I don't quite get why the class that relies entirely on special attacks has the worst special out of all of them. I also don't understand why the class that's supposed to be good at dodging almost never successfully dodges shots. Otherwise, good game.
Is anyone else having tons of bugginess? Seems like if you click on an elevator when you have the game paused, that elevator's guns will stop shooting and you can't move them at all either. I just had to reset on day 15 because of this.
Also, it seems like I've managed to upgrade turrets during the day phase a couple times now, but I don't know how I did it and I can't replicate it.
Fun gameplay, but buggy as hell. The game actually just breaks down and dies on the final level if you don't move the guy operating the elevator closer to the end of the level before switching to him.
Really fun game, but it's nearly unplayable with its terrible level layouts. Some of them are really fun and actually work, but a lot of them are nearly impossible to pass without massive amounts of luck. (Hint: STOP HAVING PERFECT SCORE GOALS.) I finally gave up after trying level 31 at least 50 times.
I really like the concept behind this game. The mixing of elements to get different effects is neat. But the rest of the game is just not well planned out at all. The enemies are too durable, everything is too expensive, and the randomness of the tower effects is detrimental until you actually discover all the recipes.
Congratulations, you have made the only spot the differences game that I haven't hated! The artwork was great and the music was very soothing. And I love the double pointer system!
I like the concept, but the game itself needs some work. Just minor annoyances, though. Like how they keep getting stuck in small passages because of their oval shapes, or how extremely minute shifts can make the level unbeatable, like how in 27, it's very easy to get your yellow stuck on the top level, and your red and blue stuck on the next level down. Very irritating to restart the level after working the oranges through those very small passages.
This seems like a pretty solid game, but why is it so laggy? Even after I toned it down to low quality, it STILL constantly lagged on me. It got so bad when I hit the farm town and had waves upon waves of running zombies that I just had to stop playing.
Well, I hated the first game, and I hate this one too, because it's the SAME EXACT GAME. There's a good game in here somewhere, its just buried beneath a thick layer of ugliness, bad controls, iffy combat, and an unmanageable inventory system. Fix these problems, and maybe throw in some music, and you've got a decent game.