Besides the obvious issue of it cutting off abruptly halfway through, it's a decent game with a number of bugs (Why does "Resume game" on the pause menu cause the round to restart?).
The author needs to learn that, the difference between a full-price game and a free game is 100% presentation. Retro graphics + gameplay I could experience on hundreds of free games = no sale.
Not bad. A fairly challenging game (took me ~10 tries to beat the final boss, though I wasn't fully upgraded...), and largely glitch-free. Still, started to feel a touch repetitive after a while.
Quite short - I'm sure you could work out a random generator for this game fairly easily, and it would add a lot of replay value. That said, a very relaxing and enjoyable game.
If only the bullets didn't kill on rebounds... or while lying motionless on the floor. That major glitch made the offense part of campaign a huge pain to play.
Good concept, annoying execution. In particular, the limited quantity of numbers shown on the side of the board - I spent half my time on high-difficulty levels staring at the pop-out numbers, trying to discern brown, grayed-out brown, gray, and grayed-out gray, all on different backgrounds, and all of it only visible when my cursor is on the correct line. Amazingly annoying, especially for one of my favourite puzzle concepts.
Oh my... nearly impossible without the walkthrough. Finish a tricky sloped level... and you have to leap into the abyss to find a hidden platform? Roll into a spike/acid pit because the level is invisible 2 feet ahead of you? Yuck.
One simple question: where the heck is the hitbox?!? "A 6x6 box at the end of your weapon"... Sorry, I don't think in pixels. Could you at least make the area obvious?
So, um, yeah... how do I use this spell I bought? Had to refresh the page to get back to the instructions, but nothing there helps. Game really, REALLY needs work on UI and communicating with the player.
The elevator mechanic could've been so interesting... but it was kind of pointless. By the end of the game, you'll have an elevator in each spot, which means you can't move around... and it becomes a standard TD game. A real pity.
Phew... got it. Only suggestion to the dev - consider flipping the game horizontally. Keyboards have WASD on the left and the arrow keys on the right - your game has the WASD game on the right and the first arrow-key game on the left. Really annoying sending your table out of balance when you're trying to move your square. ;)
Buggy grenades, a non-existant pathfinding algorithm, an AI that can't see you while you can shoot it ("hey, something tickles"), graphics that make it impossible to spot live enemies amongst the dead... oh, and most of these bugs were present in Endless War 3, at the very least.
Not a bad concept, but a fairly poor implementation. There are several glitches - sometimes, a gem hitting the bottom of a combo won't trigger, and by clicking rapidly I managed to drop a gem outside the playing field!