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Game comments and reviews
Dec. 02, 2017
> Scores "Cortical layer 3 cell". > Looks that up. > Source of corticocortical efferents - which are a major contributor to white matter in the brain. > I have high-functioning ASD (sensu DSM V. It's called"Aspergers Syndrome" in DSM IV) which stereotypically involves higher white matter: grey matter ratios. > The abstract and artistic-liberty rich brain cell which I managed to design was thus akin to my own brain cells. > It is fun to be a brain striving to understand itself.
Oct. 23, 2017
Some of the images oriented arbitrarily (eg, magnifying glass, glasses) must be oriented to *the same arbitrary angle* in pro mode. One does not memorize the exact off-vertical or off-horizontal position one sees those in unless one is as OCD as me. I expect most users don't work that way. 3/5 stars.
Oct. 22, 2017
I just found out that it lets ground vehicles mid-air collide. same explosion as on ground, but still a nice touch.
Oct. 21, 2017
In reality, however, militants rarely waste bullets on a bunch of farmers who don't seem to actually have anything. They aren't worth killing - even from a purely economic perspective. Cityfolk's organs fetch way more on the blackmarket, unless they're a smoker or alcoholic.
Oct. 07, 2017
Is there a way back to the main menu from an example world?
Sep. 27, 2017
This is good, but needs a "turn off music" button.
Sep. 02, 2017
Level 6 Music (also apocalypse, since it's the same music) is totally metal. Just wanted to put that out there.
Aug. 31, 2017
The only changes I'd really like to see would be a shortcut from after a run-through to your personal highscores and a way to let go of a sphere without finding another. Badges would be nice, but everyone always whines about those, and I'm not sure how difficult it is to badge a game. The game is definitely still *fun* without them. Reading through other people's comments, I'm surprised to see most of the negative critique being about the gameplay itself. I actually found the play fairly easy to adjust to. There's room for tweaking - perhaps some short-lived power-ups that you can catch - but overall I found the gameplay really smooth and satisfying. This is a nice, addictive game with short enough runs to fit in any time-slot you need to kill.
Aug. 06, 2017
Protip: don't forget to regroup/divide/combine your platoons. Experiment around with the interface - just because you're not allowed putting a unit somewhere doesn't mean you can't drag the empty group over it to switch. Just because you can't take a submarine off a transport plane in the middle of the road doesn't mean you can't sell the transport, leaving the submarines behind. Submarines on land really freak the AI out - it perpetually stages for an attack against them which it never actually launches, driving all it's tanks in circles around my sub-terrains so my infantry can take over all his stuff in peace.
Aug. 05, 2017
I like how he IS a geek, not a nerd. Like the creators of this game either understand the difference, or got lucky.
It would be nice if units actually retreated when you order them to a fallback position, instead of finishing an attack with a slow 3-frame animation sequence that lasts long enough for the enemy to kill them while all their buddies are retreating like I asked them to.
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