The gravity-flipping is cool, but it's been done, in Mindscape; I think the concept is more suited to a platformer like Mindscape than a puzzler like this one.
For some reason, I wasn't totally surprised that I had been heading toward a Dr. Strangelove sequence. I don't know why the missile was garrisoned, however. Yippie-ki-yay, motherf*ckers.
Brilliant. Figuring out the alien markings would be extremely difficult without the walkthrough to clue you in, but the idea was fantastic. Best of all, the graphics are better than I thought possible for a Flash game. Great job!
This is definitely one of the prettier games on Kongregate. Top 3 for sure. My description of the game would have to include the word "gorgeous." And then, the concept was beyond great and the music choices were just about perfect. Very, very well done.
Probably the most beautiful flash game I've ever played. The physics and programming in the clouds are fantastic. The character art and effects fit the game perfectly. Definitely one of my favorites.
A great concept! The title reminded me of "Rosencrantz and Guildenstern are Dead," which but me in a great state of mind to play a existentialism-laced game like this. Great work with the art and music, too!
A good idea, but I expect much better programming from Armor Games. The level with the first boss never ended for me; after the boss was dead I was hit with an infinite wave of standard enemies. Also, I accidentally pressed the "Buy" button without an item selected and I got an "undefined" achievement, 2 Composite Bows +, and an absurd amount of money, something like 3,000,000. Maybe some cheat that I hadn't entered kicked in, but bugs like this just make the game ridiculous.
Great idea, excellent animation, and music that really set the mood. This probably wouldn't have been as good as a dark, brooding post-apocalyptic puzzler; the somewhat comic tone set by the music really made the game better than that.
Managed to break 3000 after 10 runs or so. While perhaps not the most original concept, the execution was incredibly stylish. The slick animations made it plenty of fun, and jumping out of the window at the beginning is a great moment.
At first I was a little frustrated with the lack of a background story. I wanted to know exactly what I was running from. But letting the game tell the story through images in the background grew on me.
A wonderfully stylish take on a classic concept.
Some advice for new players: Opponents' goalkeepers are generally better at making far-post saves, so shoot for the near post. Especially on longer shots.
Tommy111, I think you're referring to the checklist items, "Get [rating] on all bonus rounds." I may be wrong, but I believe that means you need to get that rating on each type of bonus round. For example, the Checklist 5 item, "Get Silver on all bonus rounds," probably means get at least a silver on Ice Storm, Apopalypse, and Perfect Pour at least once each. Again, I could be wrong.
The most impressive aspect of this game is how bug-free and clean-running this game is for the massive complexity involved. Applause is due just for the coding. The gameplay is excellent, and I really appreciate the amount of graphical detail. Being able to visually tell the bottles apart saves precious seconds and demonstrates a refreshing lack of laziness on the creator's part. The only part that struck me as off (but amused, rather than bothered me) was making Shirley Temples, Pink Ladies, Cosmopolitans, etc. for ripped-looking macho men. Congratulations, DannySeven, on a fine achievement.
This is a brilliantly creative idea. I would highly recommend this game based solely on the merit of the creative thinking displayed in adding a Story Mode to a Falldown game. Not something I would have predicted would ever be done.
The artwork was good and very fitting for the story, as was the music. My one complaint is that the animation was rather choppy.
The motif chosen was a good idea, and the art work (especially the background art) was excellent. However, the gameplay wasn't that enjoyable, as it was a rather tired and mundane mechanic, and the conventions of the game didn't make sense: you don't jump over a rock to pass it, you jump onto it. All you had to do was make the slide animation last a little longer and have her jump a little higher, so she could actually appear to avoid the obstacles.
Rather good compared to some of the other sniper games here. Excellent artwork and animations. However, several of the mission briefings are cripplingly vague.
Some slowdown once you get the Gatling Gun and reach the last 10 or so levels, but I didn't find it too bothersome.
My one complaint is that the ambient snow makes it very difficult to see incoming snowballs.