Sometimes a little too random what you do, and not as good as many other point and click games. Though that's a high bar to reach. And still a decent game.
The sound bugged out when I completed a level, and right before that, the level didn't want to complete at first despite being completed. It's also a very easy game, and the levels are way too similar. I've played the exact same concept with better execution.
So, the balls are allergic to rocks? You can stack whatever you want on them as long as it's not rocks. The levels don't feel very creative, so it gets dull quickly.
Fun game. I like the jumping controls. It also feels more free-form than many puzzle games, with no set solutions, and more trying to see what works. Also, I like some of the achievements. Not just the standard ones for just playing the game, but challenges above that.
This is one of the better bullet hell games on Kong. Most importantly, the controls are solid, the hitboxes don't feel wrong, and visibility is good even when there's a lot going on. The upgrade system is good, but considering the achievements I'd like to be able to reset, since sometimes it's a bad thing to be too strong (I'm having a lot of trouble getting the Earthen Tunnels one to trigger because he dies too fast). The upgrades themselves are great, though. The art isn't great, but I do like the style, so that's still a positive (and I'm used to Touhou, which is somewhat worse). The story and dialogue can use improvements, but it still adds a lot to the game. I wouldn't mind having more of it as long as it's possible to skip once you've read it once.
Regarding upgrades and resetting, I've actually thought about that as well. My plans for the next one are to move in a more RPG-like direction, in that you gain experience and levels instead of coins, then select your abilities using a talent-tree-based system. It will let players explore different builds rather than just maxing out everything, as I will likely allow for unlimited, no-cost talent point resets.
Great music, interesting concept, but rather lacking controls. Just something like jumping from a slope can be difficult because you're not touching the ground when you want to jump, and random pixels can stop you here and there. Difficulty should come from clever design, not bad physics.
More action than strategy, and the timer for the next wave is so fast it's both useless to actually wait for it, and hard to actually catch it so you get a decent amount of cash. This game is not for me.
I didn't get a perfect score because the keys locked and he walked off when I stopped pressing the direction. In a game that permanently punishes your score, that's rather lousy. Otherwise, fun puzzles. Not hard, but you have to think at least a little.
Quite a gauntlet, those last three levels. Also, if you can't find the exit, there's always the one you came from. But quite a variation in gameplay with only a single button.
This is one of the better games on Kongregate, and perhaps the best Tower Defence game. It's got all those small tweaks that makes the game so much better. No wave that go on and on, and even if they do, they can be hastened to where it's not a problem. On the flip side (and this is the biggest one), you can pause and place. It eliminates the click-fest you sometimes see in games, and encourages a more fluid strategy. The upgrade system incorporates achievements so they're not just eye-candy for completionists, and the upgrades themselves are interesting. The towers and upgrades you can give them are likewise interesting, as are the enemies. The graphics are clear, and the interface easily understandable and handled. The reverse mode is simple, but fun. More of a puzzle, and the difficulty levels are essentially chosen while playing. Thumbs up.
Fixed. Please just press and hold "+" button