In case anyone's having trouble on the last cargo mission like I did, I found the combination of radar 2, kinetic converter, device 1, and the built-in cistern worked plenty well. The radar's important for picking up fuel and hitting speed gates. I also used the top rocket parts except I chose the 2nd head (for extra slots) and fins, because the top fins are really heavy, and there's no need for the decreased fuel cost in space, since you're done with the mission by the time you get there.
I found that pausing and unpausing sometimes solved the obstacle issue, and as someone else mentioned, saving your bombs for the turtles that your penguins are trying to walk through an obstacle to get to will make them choose a different target.
Pretty good shmup, I like the idea of having to die before you can upgrade, it makes you push your skill. However, having the dev's website pop up every time I clicked 'continue' really messed with me when starting the first day, and it even happened a couple of times in the middle of a level when I hadn't clicked anything at all. Totally cool to put the a link to the devsite in the game, but making it the same as the 'start level' button - not lovin' it.
I feel that that was a pretty solid game - there's a clear point, the gameplay is challenging but not ridiculous, replay value in maximizing points. The visual and music styles fit each other and are appealing. Obviously, would like it longer, perhaps with levels that develop more sequences. You could make the player retry level til he passed a certain point threshold, even award bronze, silver, and gold stars for different scores. And you know how we love upgrades and achievements.
Creepy, the premise makes no sense (does the baby only hear that stuff when they're kissing or something?), and that girl looks nothing like Megan Fox. On the other hand, it's totally playable, and you give enough warning without making it ridiculously easy.
@Jsilvis. Maybe people downvoted you because they disagree with you. Also, it's ironic how much you ramble in a too-long comment about how the game has too much text. On a side note, there's also too much text for my taste.
I completely disagree with cheruby. I thought the idea and the way you had the story develop backward made perfect sense. It was not only an strikingly unusual way of telling the story, it was an excellent way to tell the story you wanted to tell. It would not have had the same meaning told in chronological order. Some of the things were kinda unintuitive, but all puzzles were easy to get by trial and error, which made the focus on the story stronger over the gaming aspects. Solid story.
Since, so far, literally EVERY thing I have a dibble do makes it die, nobody's really gonna be sad, happy funny music would make more sense with that kind of gameplay. Basically this game is Happy Tree Friends, not Bambi.
Well someone's a fan of Nuclear Eagle. I liked this a lot. Thank you tons for making it impossible to overshoot the blender. That makes the game a lot more playable. To players - best upgrade is blades - max that as soon as you can to max your combos. It offers defense, faster gold, and offense, while all the other upgrades are defense only. To the dev - only one request: would you please move the kongregate link to a links page or something? I must have opened up 10 more kongregate tabs in the last 10 minutes of playing this, because it's right in the area where I often release the mouse button while tossing. I can't be the only one.