Mouse-only controls are good. The WASD controls suck hard. W should be forward *in whatever way my character is currently facing*, not "top of the screen". Otherwise, great game.
I'm sure someone has said it by now, but I have to chime in ---- 2 stars is MAJOR GENERAL, and 3 stars is LIEUTENANT GENERAL. Yes, that sounds counter-intuitive. It's also right. Think of Lt. Gen as a shortened form of lieutenant-colonel general. Now it makes sense. Otherwise, back to your awesome game.
Glaed - I don't know if there was a fix applied between your comment and my playing of the game... but I had that exact situation come up... and my fighters auto-shielded themselves as they passed through the gas... dunno if that works 100% of the time...
Level 25 is the max for normal upgrades -- special upgrades it's level 6. The hard part is getting them all to max before your zombies can destroy every town at will, and then finish the game before you finish upgrading.
DexterNeptune: the launch to the left may break current convention, but need I remind you that Pingu Throw launched to the left? I would consider that the game that established the "launcher" sub-genre, if not necessarily the first.
The link for the original game only takes you to the casual collective's version of *this* game. either poor wording or poor linking.... but still a very fun game.
Just for the record for anyone struggling to get the 6000 feet run.... 6000 is not enough. I was fooling around with the glider flight path and managed to finish a run at exactly 6000 without getting the ending, before I had first achieved the 6000+ distance award.
I thought the save wasn't working either, but then my browser crashed, and I got to test it.... worked fine. Also, on a first play-through, you probably won't have the xp to get to level six, and face the final boss. Replay the first two levels -- that should be enough; just pick return to menu after you beat a level.
I could never beat this game (on hard). I'd try, once a week.... no dice. But today, 283 seconds! woot for hard badge. Simple, adrenaline-boosting fun.
I agree with MikeSF -- if these blocks were being treated by the game as rigid objects, there's no way we wouldn't all have a tower 600 units high by now. This reduces the game largely to luck, since you have to have the right piece at the right time anyway, and doubly so because you have to nail the now swaying tower at *just* the right moment. After a certain height, even that doesn't work, because then the extra mass at the end of the pendulum moves the CoG so far over that the tower collapses. Too much luck for a game I suspect written as a skill game. 3/5 for clean design.