This game reminds me of an MMO grind, but at least there I have people to talk to, here I get to hold right and fall asleep trying to dodge repetitive obstacles. Worst game in the pixel quest set. 1/5.
Was ok, I hear a lot of people calling it a rip off of frantic, but at this point any game of this type, including frantic is a rip off. Would have been nice to pause when the mouse went off screen, or if the game had large borders. 4/5
I'm not sure what to say about this game. I love puzzle games, and this one had such great potential, but the control scheme and interface screws things up. Do you enjoy making your players feel pain after playing several levels with your click, hold, drag, and release scheme? Click to grab, and click to release too good for your players? Why am I not allowed to pause in case I need to go do something else real quick? Why are the mute and zoom interface buttons in the build area? Why do I have to max zoom out on several levels so my building isn't destroyed while I scroll to the bottom to pick up a goo? And so on. 2/5
I found this game to be a fun little time waster, nice for when your frustrated and just want to kill things. There is very little I would change, but after awhile my wrist hurt from playing, so it would be nice to be able to push some key on the keyboard to pause. 5/5
This game reminds me of grinding on an MMO, and that feeling is not something a game should strive for. Every level is the same, with the occasional re-skinning of the background and enemies. The world map serves no purpose, since, as far as I could tell, you can't replay levels.
And to top it off, the action moves are lame and pointless, because you can just jump around, spamming heal and dropping fireballs on your foes. Maybe the game gets better at some point, but I'll certainly never play that far. 1/5 (would be 0/5 if possible)
Eh, wasn't bad, wasn't good. Would have been nice to have upgrades/items "stick" to you once you got within a certain range. Pretty much any encounter could be won by jumping to deep space and letting shields/reactor recharge. 3/5
Was fun at first, but quickly got boring and pretty repetitive after awhile, would have been nice to have more elements. Got annoyed at seeing boxes fall THROUGH bridges, as if they weren't there. Could have used measurements on the boards as well as more measurements on the blueprints... And so on. 1/5
Good: Solid Engine and mechanics (except for a few warping/pathing issues.)
Bad: Easy (never once saw the game over screen.) Repetitive, could use more memorable main dungeons, and it would have been nice to change the main map in the second quest. Linear, felt restrictive, and didn't really reward exploring. Short, not much to say here.
3/5
Wow, I never knew something could be even more boring than a tower defense game, but this one sure proved me wrong! In fact, it is pretty much the same concept and I was asleep within a minute of starting. 1/5
Even though there is some strategy to the game, there isn't enough to make it fun to stare at rolling dice for any length of time. I suppose if I had a gambling addiction it might be more fun though. 2/5
Red is way over powered, build a pure red deck, get some cheap units out and Commander J'Ardan out and you can slowly take out most any force with little trouble.
The game itself was decent, a rip off of Magic the Gathering, but at least its more innovative than the slew of tower games that seem to come out on a weekly basis. I doubt it will win card game or any other game of the week though. 3/5
As many have said, the physics used in this game are completely wrong, and I don't buy the excuse that this issue is okay just because its a game. If you are going to make a stacking game, use physics found in reality, please. 1/5