Search for your favorite games...
Game comments and reviews
Dec. 31, 2010
So.... what are my towers good for? I only find out what their powers are when I buy them, and I can't check it later. Does the smasher tower stun things? How long does poison last? And WHY, for 's sake, haven't you added something like "hold down shift to place more than one tower" on the THIRD game, since people have been complaining about it from the FIRST!?
Nov. 23, 2010
Arrrrgh..... it is so VERY painful that the portals boil down to "kill everything." And then you had the audacity to HIDE creatures in the sky, random dead-ends, under the couch.... I did not finish this game because I got bored going through all available areas three times trying to figure out where on earth you'd hidden the last few critters. 2/5.
Oct. 24, 2010
Once again, a complete lack of indication of how bad the stresses are. Come on, guys, it's really not that hard to give some kind of visual indicator of how close something is to breaking!
Oct. 20, 2010
Why is it that creators of card-style games always need us to play some unholy number of games before the smallest of benefits show up? The game is good and interesting, but 20 wins is a pretty long time to wait before the first award. After that many plays, I doubt it's going to be worth the hours I'm going to have to grind to unlock the rest of the game.
Oct. 16, 2010
An amusing paradox: I can knock a zombie off of my hood by hitting a car, or by shooting him. But if I shoot him, I can't steer (the steering hand is busily holding a handgun), and I will likely hit a car because I can't go around it! (Yes, yes, you can and should decelerate while shooting a zombie off your hood, to keep from hitting things, but it's still amusing. It also amuses me that I sometimes hit two or three cars while trying to avoid a mutant zombie.)
Sep. 20, 2010
A word of warning: the game is balanced towards a large number of weak towers, rather than a small number of powerful towers (like most TD games). Upgrading a tower is frequently more expensive than just buying more towers with equivalent DPS.
Aug. 10, 2010
This game reminds me much of the other early-3D games: it has exactly one neat feature (it's 3D), and this is supposed to impress me. Much like those early 3D games, I'm not impressed. I'm also not sure where this counts as an RPG, because all RPGs have plot, which this lacks entirely. Sure, there's an upgrade system, but upgrades != RPG.
Aug. 05, 2010
So.... why did I bother killing the hermit if he told me what I wanted to hear in the first place, and the Observers didn't do anything for me except demand I do things for them?
Jul. 20, 2010
It makes no sense that you first click a bar (to create it), then drag a bar to get it to where you want to be. Plus, the annoyance that you can still click the rotation-ring when the new bar is in the "ready" area. Why not just click-and-drag the bar from the creation buttons?
Jul. 12, 2010
Incredibly frustrating. About a quarter of the jumps need to be pixel-perfect (or the next best thing to it). Evolving to each stage requires getting every single pixel, so for the hard-to-get pixels, you say "eh, that one must be for the next stage", and to wander all over the map, looking for pixels, and finally realizing you have to get back to that one nigh-impossible one. Plus, you move SLOWLY.... it's a chore to get around the whole level.
Jul. 09, 2010
@gottlieb76: the only flaw I can see with your Politician solution is that it has limited memory; it'll fail if you give it a tape with, say, 6 reds in a row (depending on where the blues are), but otherwise, it's good.
Jun. 11, 2010
I understand that physics games are often a little finicky, but why do you have an ultra-finicky puzzle on level THREE, before I've decided that I like the game?
May. 28, 2010
Balance is moderately terrible; fully-upgraded pillboxes/fortresses shrug off pretty much everything, so all you need to worry about is how your anti-tank troops never carry enough ammo.
May. 25, 2010
It's like Battleship, but without even the hint of any strategy. Ick.
May. 14, 2010
Argh, the solutions are incredibly picky. I realize that physics games are always a little wobbly, but when you have to retry a level a dozen times just to get the timing right, it gets quite irritating.
CRASH BUG: pick "Just one more!" as your 60th perk. I find this highly amusing.
May. 01, 2010
The target selection for the turrets is abysmal. I have no idea what each turret is going to shoot at next once it finishes off a target: the biggest enemy? The smallest one? The one CURRENTLY DESTROYING MY BASE? No, the answer seems to be "random enemy in range."
Apr. 07, 2010
An excellent start! As noted, I'd love it if it were longer, and the bosses didn't all have blind spots, but it's a very nice concept largely well-executed. 5/5.
I like the general concept, but the time limit is terribly inconvenient---I'm usually limited far more by the blocks inevitably stacking towards the ceiling than by time itself. The upshot is that I'm penalized for looking away from the game and talking to someone else; I often forget to hit the pause button, since the game is turn-based.
Apr. 01, 2010
Lacks upgrades. (I kid, I kid!)
Log in to access your games, badges, and more. Create an account to track your progress, earn badges, and join the community.
Use at least 10 characters with a mix of uppercase, lowercase, & numbers
Please check your email to verify your account. You'll need to verify your email before logging in.