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Game comments and reviews
May. 02, 2010
Almost works, but not quite. 2 things annoy me about the game - the time limits (or at least short time limits) and the fact that the 'circsplosion' gets destroyed by touching the edge of the screen (but that, I suspect, is a flaw in the game due to difficulties of implementing it).
Apr. 30, 2010
Excellent. Simple but fun to play, well-designed tracks, and the ghost-car multiplayer system is just the icing on the cake. I can see a lot of people coming back to play time and time again just to improve, which I don't think happens for most Flash games.
Apr. 18, 2010
The first half was very good, but after I had my Mech kitted out the way I wanted there was no fun in upgrading left, and the missions started to feel repetitive. Maybe unlimited upgrades with Diminishing returns would solve the upgrades problem....
Two things really put me off this game. Firstly, the movement just feels totally wrong, and you slide far too long/far when you stop moving. Secondly, like too many games that use spawning like this, it just sucks to die because of where something spawns out of thin air.
Apr. 07, 2010
A great concept, and extremely well-polished. The whole package is very professional. Please follow through with a longer sequel.
Mar. 26, 2010
"man, i hate how the computer knows exactly what your about to do... " Try being less predictable, Infinite_Baffle! Zig when it makes more sense to Zag and the computer will start making incorrect predictions about what you're going to do.
Mar. 22, 2010
There is huge scope to expand the game, but it's a great little game; please, weasello, make a sequel. One big gripe I have is that I was winning a tactical dogfight in one particular mission, and the next thing I know one of my planes (the bait) was destroyed because it went outside the playing area. It sucked! Please look at expanding the field of battle, make it a wrap-around world, or something...
Dec. 04, 2009
Usually I can find at least SOME enjoyment from even the worst games. I couldn't find a single bit of enjoyment here, I'm afraid.
Oct. 26, 2009
Grrr... I'm stuck on level 36 and I can't seem to break past it. Each time I get caught up on a couple of critical words thanks to the game not accepting British spelling. A very frustrating shortcoming in an otherwise very fun game.
Oct. 24, 2009
That could be, RaidenxDrizzt Levelbug43, because it's "misunderstanding" and not "missunderstanding"....
An interesting game with a few little features that distinquish it from others in this genre. It would be nice if it accepted all words and consistently. Occasionally the British/American s/z spelling conflict kicks in, and what's with 'negro' not being in there? I can understand n****r not being in there, but taking out negro is a bit much.
Sep. 12, 2009
At the core this is a really good game with a nice, steady increase in units and upgrades as the game progresses. Aside from the ongoing AI and gameplay tweaks that you're obviously working on, there are three interface fixes would make a huge difference, though, in making the interface work for the user and not against them. And the interface determines a lot of the enjoyment factor in RTS games! 1. The Escape key should deselect - it's a standard feature in most games, and it takes ages to get used to the clumsy deselect button. 2. The placement for buildings is very frustrating. Either introduce slots, or make buildings automatically jump to the next available place when you overlap an existing building, rather than making us fiddle around finding the right pixel that doesn't overlap. 3. Add a way to jump to groups. Pushing the number button once to select or twice quickly to select and jump to them, for example.
Jul. 21, 2009
O.K. Usually I comment once on a game, , and seldom do I really complain, but this is ####ing ####ing me off! TheWaste, please do something about the woeful controls. The problem of having to click bots and then send them places is one thing, but the way bots decide to turn around in the least efficient direction whenever they hit an edge is ridiculously frustrating for players. The 'challenge' in Challenge Mode should be beating the game; not beating the controls!!
Jul. 19, 2009
O.K. I have to comment. The 'Training: Evasion' is ridiculously frustrating. If you're going to make a game where you have to click on units in real time to select them, make them easier to select! I'm fracking sick of dying because my mouse pointer was 1 pixel off. Add a transparent 'aura' for selection or something, please!
Jul. 18, 2009
A great deal of potential to be a great game, but the fiddly controls (and minimal control over bots) makes it a good game, but certainly not great.
More distinct colours would be nice, and trying to avoid touching something behind your tower can be a bit fiddly. Not too bad, but not all that engaging.
Jul. 16, 2009
An excellent, well-polished game. I don't like the way you start from scratch for each new campaign, because it defeats sucks when you use a weak gun for ages just to save up for a great gun, and then after 1 fight you're back to square one. Otherwise, top quality!
Jul. 12, 2009
I don't like the way it simplified what I draw, which takes away most of the physics part about being a 'physics' game. Gravity Master doesn't look as fancy, but in terms of physics and gameplay I think it wins out easily.
Jul. 11, 2009
WhiteNoise69, I did use the ? (not all that easy to spot) but I found the help in the game to be not so helpful. I've since finished the game and scored it highly, but if people want to give a low score due to poor and/or hard to find tutorials/help, that's their prerogative.
Jul. 09, 2009
:( I finally got Vertigris working but it won't accept my compound, which is definitely correct. Can anyone confirm whether or not having other atoms (held by arms) over the goal area prevents it from accepting correct compounds?
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