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Game comments and reviews
Mar. 05, 2013
The rules, near as I can figure out, since the developer didn't post squat: 1. You start each level with four 'misses'. 2. Say you have 'x' misses. Once those have run out, new balls are added, and you get 'x - 1' misses til more balls. When x - 1 = 0, you lose. 3. Misses include: - not making three of a kind - bouncing the ball off two or more walls - shooting a bomb that does not touch at least two colors This is a decent game, just extremely poorly implemented.
Nov. 16, 2012
Pausing by pressing P lets you change ships mid-mission, fun tactic.
Sep. 25, 2012
Add the power to kick visitors who are stuck; just a little button in their menu that says something to the effect of 'get security to chuck this punk'. Might make flash crash less.
Apr. 24, 2012
@Ilmapallo: Yeah, so I've been told; never quite made it over that hump though. And in terms of longest impossible, don't even start on Papa Louie's Pizza...
Apr. 23, 2012
Suggestion: Add organizing on the number of people who have earned a badge. Not sure if the Kong API has a get function for that, but it would be useful. It adds another system of rating badge 'difficulty', definitively setting Balloon Invasion's as the most impossible of the impossible badges.
Nov. 24, 2011
4/5, crushing zombies with the semi is so SATISFYING! Playing the same course over and over was a bit tiresome, especially with no power-ups along the way, but the game scales exceptionally well to make for it. All I want is an achievements section and badges!
May. 07, 2010
4/5, great game, great concepts! The only reason it didn't get the full 5/5 is that it could've had a level editor. Loved the drum and bass during the credits though.
Apr. 18, 2009
This is an excellent casual game. Not really a badge game, but for the genre, absolutely great. 5/5
Though fun at the beginning, I hit one level where in order to get to the very small platforms, I had to be huge and unwieldy, and at that point it went from game to chore. I would have been happy with more fighting and less platforming. But that's just my preference in games. 3/5
Feb. 19, 2009
YHTBTR only better!
Jan. 29, 2009
Very well balanced game. The multiple elements are hard to get used to, and even with the campaign, there's a steep learning curve. I'd suggest setting up a mission or two with really long day periods so people can learn the ropes without failing multiple times and possibly giving up. I especially liked the challenges. 5/5
Dec. 25, 2008
Terribly easy compared to other Warbears, I was kind of disappointed. There isn't any starting over, which is an improvement, but the puzzles are easy and the only difficult parts are pixel hunting and leaps of logic that make no sense. Compared to previous Warbears, awful. As a stand alone, decent.
Dec. 24, 2008
I gotta second Nezzadar here. There's really no huge strategy other than balancing when you upgrade, when you produce units, and when you go for the next mana tier. EXP farming is the only way to make it through some of these, and I think it's impossible to make it through the final level without losing several times.
Dec. 10, 2008
Very challenging game. Much better physics than Meatboy, which I gave a 4 to, I believe, and much better plotline (and ending!). I'm very pleased that we'll soon some player made maps too. Games that allow the audience to create as well are almost always 5s in my book.
Nov. 21, 2008
Really, this should be called an expansion, or possibly even just an update. The differences seem to be abilities, city champions and two new civs. No new graphics, no new gameplay, still no plot. Basically same thing as before: take over the cities in your area, build an army, wipe out everyone else. And even worse, there are more glitches to abuse. This would be 4/5 if it was the first Feudalism, but seeing as it's almost a clone, 1/5.
Nov. 20, 2008
I don't deny that there is skill involved with this game; however, once the skill is mastered, it's still mostly luck. I personally don't enjoy this, but the award system is motivating, so 3/5.
Nov. 06, 2008
To be very brief and too the point, I don't like the advanced control scheme at all. And a way to create your own levels would've been very nice.
Oct. 06, 2008
I love the idea of an RPG like this, but I'm not a fan of the RTS during the battles. I'm on a laptop, and trying to hit drifting buttons is a pain. It would take away a lot of the fun if it was turn based, as it would be way easier, but...there's really no way to fix this I can think of. It's frustrating now, but would be worse if it was any other way. Call it a complement. 4/5
Sep. 27, 2008
For those curious about the music: It's a sub-genre of techno called drum and bass, frequented by heavy use of the snare and high hat, and a very deep throbbing base line (when played properly). On the topic of the game, excellent. Was waiting for a sequel for a while.
Sep. 23, 2008
There definitely is a mindset that you get into after playing this game for a while. However, on some levels, that still doesn't help me. Great ideas, good game. One thing I think would be useful would be a 'hint' button once per level, where, say, you press it, and it shows you all the tiles that are wrong. And you can't abuse this, as the game rerandomizes the puzzle every time you retry. 5/5
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