I really do love this game, but all the bugs in the highest levels are really frustrating. I've lost track of the number of times I've managed to shoot through walls or fall "between" two platforms that were visibly overlapping or had a turret suddenly teleport to the other side of me. The levels are hard enough without having to tediously keep restarting because of the bugs....
Ok wtf causes the main shooter to implode? On level 15 in Scenario, no matter where I put the explosions, at some point an explosion halfway across the screen seems to trigger my main tower to blow up and die. There's no indication of what exactly is causing this or how to prevent it....
Gets tedious too fast; it doesn't really get any more difficult after a point, you just need to be willing to sit there and drudge through it. Got 55K, the card, and the first three badges on the first play, but it doesn't seem worth it to slog through for the last badge—even though it would probably be the easiest "hard" badge ever. Just really boring. (Great music, though.)
Great except for there being a _really_ steep difficulty jump at the last thug level—"par 5" is basically a sick joke, there being vanishingly small chances of you still being alive long enough to take five shots!
Ok, I just noticed this, and it's crazy cool: when you drop a tile off the board, the error sound is played in the left or right speaker according to which side you dropped it on. Waaaay nifty.
Tower defence meets Rampart, that's kind of cool. The interface isn't too awful, but there really needs to be some way to see where the towers are aimed *before* you place them. And towards the end of a round, when there are lots of towers out, it can get very hard to read what's going on....
Overall, I'm fairly happy with it, though.
A nice enough game, but really has nothing to do with changing the _physics_ of the balls. Also, I still don't really understand what that last machine is doing—is it some sort of acid spray to make the ball's walls thinner or something? Odd.
1) Lit and unlit red lights have to be easier to tell apart
2) The winning click shouldn't immediately blank the screen---either have "next level" superimposed, or at least have a delay before going to the "next level" screen.
3) Mute option, please!
I was going to complain that it was too easy, but difficulty definitely goes up around level 15-20 or so. Still not _hard_ but it at least makes you think. Definitely need to make a single button do turn+move though. A command for single undo would be nice too (instead of full reset level).
A few issues with the game detecting a button click—drawing the "button down" animation and making the click sound—and then failing you anyway. Overall entertaining though.
What I find bizarre about this game is how criminally stupid the AI is, forcing you to micromanage your robots. If you don't, the robots will wander off into a corner and bump into a wall for a while, or keep approaching and hugging an enemy too close to actually hit it. And the micromanaging is hard because the interface is so unresponsive; you have to click-drag at just the right speed for it to recognise the command (and no feedback on whether it worked), and then hope it figured out whether you meant to follow a robot or just go to a particular spot.