I really liked this game, up until I became a sea lord. I'm very poor at these arcade-style games, but I had thought I'd found one that would reward persistence, by increasing the levels. Unfortunately, sea lord is the last level, and I have all the awards except for destroying Thunder, so there is no way I can earn more starting cash. What was a fun game has now become tedium and frustration, repeating the same objectives over and over without any improvements from the game until that one occasion when my observation and co-ordination last out the entire game. I've downgraded this from 4 stars to 1 star. Shame, I had really loved it there for a moment.
Nide idea but since I don't speak German I didn't realise you had to link like gems to mark every tile on the floor, and I found the levels way too tough, ie not enough time given to do more than a few levels before timing out, and then it's back to the start =(.
This is a really nice game, with cute graphics, which actually makes fractions fun. I would've given it 5/5 if my fun hadn't been spoilt by the time spent working out how to get the missing last card and three coins for the badge. (You have to earn the last coins and card twice!). So I gave it 4/5 -- but hey, you can count the 4th point twice ;D
I liked the concept, but for me, I really wanted to be able to reset a screen, and to have previous screens selectable without having to go right back to the start
Krafen and punkqrrlshim - either you don't have to put the shape in a specific place, or you automatically get it right if you build it in the centre of the screen - so I don't know what you're on about.
Maybe if you got a score for how quickly you did a screen and over time, as your score went down, the reappearing letters gradually became only the ones in the word, giving you more of a hint of what the word is over time. I'm stuck on the opposite of hire - it's not lend, buy or purchase.
I second rossbud and sberanek - having a limited selection of variations showing in the selection bar, and adding others as levels are achieved, would make the game easier to learn - otherwise time keeps running out while I'm still searching which doesn't make me want to play. Oh, and sometimes when I add the three squirts of icing on top, the cake disappears.
Are the pieces randomly shuffled? I'm down to the last three pieces (in a square) and they are the wrong way around, and I don't believe it can be solved when this occurs -- as per the 'funny' trick we used to play on our school friends' slide15 puzzle by pulling the pieces out and replacing them incorrectly - oh how we used to laugh!.
It would still have the strategic element if you could click on either of the pair first, but would be less fiddly and more fun. I like the idea of swaps restricted by some criteria of the pairing, but to make them a permutation rather than a combination is a bit unnecessary - you could make it an option.
Cool idea, but it would also work without the ladders and platforms (like a top-down maze where you only move forward, and would be easier to get the hang of at the start. You could then provide the side view mode as a harder selection. It took me quite a few attempts to build routes that were not actually viable. Maybe more examples of routes would have done instead. I would have understand it more quickly if the platforms were actually at the bottom of their square instead of near the top - you can see in the instructions that the wee man passes under the platform!). Anyway, nice concept that adds something new to the tetris genre.
I second KrazyNitro - and you made lives infinite so the mindreading questions were amusing rather than irritating. It just needs to be longer, while maintaining that!
On field 3 you can't place any towers between the inner lanes. And the rate of fire drops the first/biggest/LH digit of the cost at 10,000 or million (can't remember which, and as I said the info isn't displaying anymore - so since it does end, I guess an end screen might be in order as well!).
It was fun as a one-off (like an executive stress toy), but I wouldn't want to play it again unless most of the improvements were made.
Around wave 5000+, all info disappeared from the bottom of the screen and pressing where they were doesn't work - it became just a plain grey unresponsive area - but the enemy is still coming! I loved the feeling of power that came with a huge rate of fire, and an easy setting that really was easy.
This is just a prototype framework for a TD though (not really a proper game yet) and needs more work (e.g. pause, reset, more types of towers, selling, longer waves, buying lives, now and after comparison info before upgrading, level marker on tower, more wave info, display without decimal point precision, instructions that explain upgrading and sending waves early).
I couldn't get it to work dragging pieces (as the instructions said). Actually, you click on the piece and then on the column you want it to go in. And I agree with amourosis about figuring out the parts. Maybe start with very obvious figures like Winnie the Pooh, or figures that are all one distinctive colour.