Firstly, the necessity of absolute perfect play on some stages combined with the strangely sluggish controls is an absolute nightmare combination. If you're going to require the player to play perfectly, then controls have to be absolute pinpoint perfect. Nothing is more frustrating than losing on an ostensibly difficult level because the controls simply aren't performing as they should.
Second of all, I see too many games with a difficulty curve like this. The game starts out relaxed and fun "figure it out yourself in whatever way works" to "so help me god if you push the button 0.1 seconds too late you'll be sitting here for the next half hour repeating". Perfect play is not real difficulty, yet I see it almost everywhere. Honestly it seems like a lazy excuse for not implementing a real difficulty curve.
This, ladies and gentlemen, is what happens when you remove any semblance of strategy and thought and try to wring out whatever money you can from the playerbase. This pandering to the lowest common denominator with the use of simple skinner box techniques is the reason Kong is sliding downhill. Facebook games should stay on facebook.
Was it really necessary to repeat the whole level to fight the boss again? It's already obscenely long and becomes a complete minefield from phase 3. It more or less means tedious grinding.
A fun, challenging game filled with secrets and nostalgia. My only real gripes are the repetitive combat, and the Balloon Fighter level. God, I hated that as a kid, and nothing's changed. Damn thing seems to go on forever.
This game is a pretty fun twist on the tower defence genre. The difficulty curve is pretty much spot on and is actually quite fun, especially within the hidden background factors (like freeing the sasquatch with meteor shower). Overall it was a pretty satisfying, my only real criticism was that it was kinda on the short side, with limited replay value - though the iron and heroic challenge add a little more content. I can't really blame you for the premium content factor, as you aren't really rubbing it in the player's face (like a certain popular TD).
Generally a good game, but the level 8 end arena felt extremely cheap due to multiple enemies hitting me simultaneously and eliminating all my health bar in less than a few seconds. In short, can be frustrating, but is generally good.
Y'know, I was enjoying this game up until Kitten ruins boss Protector. Awesome graphics, a great soundtrack and challenging battles. The boss battles slowly climbed up in difficulty - as they should. And then Protector. I'm sorry, what? Did I skip a section or ten? The problem is when he reaches low health, you'll come to a situation where the enemy is massively buffed, constantly healing, you have low health and the boss just charged up a super attack. Instant game over. HOWEVER. That's not my gripe. After I finally beat him (5th time btw), I didn't feel any sense of accomplishment. No enjoyment, just a sour taste left from wondering just how long I spent on something so pointless. Some off-the-cuff comment, treasure and sent packing to the next area. Sorry kupo, it killed the game for me. After such a saga of frustration and grinding, I have no intention in progressing any further. I feel it could've been my favourite game, but I'll give it 3/5 for my fond memories before then.
It's actually kinda sad. This had the potential to be a great game.
It's disheartening to think that developer tried to feign some sense of longetivity by simply making the game extremely unbalanced in favour of the enemy, rather than just add new gameplay mechanics or more levels.
I was enjoying the game for the first part, before it became frustrating.
I don't see why people can't make boss battles challenging without being cheap.
I rated this game 2/5. Why? There are few reasons: Firstly, the weapons are unbalanced as hell. The flamethrower overpowers anything. The guns that come after are pretty useless in comparison. Secondly, the movement speed. I don't see why it's such a chore to move up and down and backwards or any combination thereof. This means that you often miss crucial items simply because you weren't on the right side of the screen when it appeared. Thirdly, the hit detection is awful. Zombies that shouldn't even be able to touch you can rip your health to shreds before you can even react. This is especially bad in the bullet hell that is the final stage. Finally, the difficulty curve is completely random. Early on, the difficulty suddenly becomes ludicrously high, from there it's pretty hard until you attain the flamethrower and pretty much obliterate everything easily. All in all, it'd be a star game if it weren't for these faults, it's just a pity that the game's potential was squandered.
What a pity. This game fell for the exact same trap every other game did; it dropped it's unique charm in favour of creating some unnecessarily difficult parts. I honestly cannot understand why game developers find the concept so hard to grasp - challenge and frustrating levels of difficulty are not one and the same. Such potential squandered.