I'd like to see the high score be zombies killed or instead of levels. Since each level can have from 1 to 7 zombie heads... it's a lot tougher to kill 14 zombies than 2 zombies. Yet, both provide 2 toward the high score.
After about 20 games of each, I can say that the 18-ball version is probably significantly harder. (It's not really a big enough sample size for a proper analysis).
But my high for 18-ball is 83. Average is 76.
High class is 127. Average is 98.
That's only since the update, since I've convinced that the bounce randomization has also increased.
Not a fan of the update. Since the first balls in each set are the most powerful, it's MUCH more difficult to set up a large cluster of hits. The initial target is killed too quickly and after that, it's much too random.
BUG: I ended up with a ball trapped against the left edge and a stack of 3 zombies. It bounced as usual for a second, then it would bounce off the zombie, but not every hit would register... one in 4 hits registered, then the ball disappeared. It never came back and the game can't continue.
Finally broke 100 and made it to 110. It was pure luck though. I was able to completely clear the first 11 levels and then clear every other level or so after that. I had almost 40 balls by level 25. That's a HUGE help. Other games where I didn't have that much of an advantage were not even close to record breakers.
I really like this game (probably a little too much). It's quite addictive. My one complaint is that the power balls are totally random. I've had games were I never see one, then I get two in two levels (usually when they are pretty useless).
I'd like some kind of progression or maybe a "use acquired goods to buy" a power ball.
I don't see how people are getting 300 levels at this point. Not without a lot of luck on the first few levels to get extra balls.
Neat game. I agree with other comments that the puzzle solving doesn't match well with skill and timing based movement.
Lvl 21 was tricky, but I got it in the end.
The more experience your adventurers get, the more gold they can earn from dungeons -- gold from dungeons goes up exponentially. Scale for the guild and smithy goes up so fast since it's a tier upgrade -- it's more a check to see if your adventurers have levelled up enough.
While I am using the Fast play, I will frequently see food go above 1 million. Immeidately on switching to slow play, food drops to 330k and change. In fact, every time I fast play and the food goes above 350k, it will drop back to 350k or less when I switch to slow play.
Fun, very much like scorched Earth. Definitely need a money/experience system... and a completion screen of some kind. Not a big fan of having the castle bits floating in the air.
Personally, I found the multi-shell napalm very useful.
Overall, well done.
Killing monsters does grant some experience.