My one major problem with this is that frantically clicking in order to free a tower from an effect has caused me on more than one occasion to sell my tower. There needs to be a confirmation button. Preferably one a significant distance from the sell button. Also, when paused you should be able to interact with your towers to start building, upgrading, move rally points. I also though all towers should have been unlocked far sooner. As some are only usable on a couple maps. Otherwise, 5/5
I normally don't like xmas themed games. Only Nerdook could make one I like. Way to go. My only complaints are children should heal in the last level. Otherwise they're only combo boosters and considering the sheer number of enemies and missiles on the field they're not worth the risk. Also specials I think are poorly balanced and should also have an upgrades related to them as well. Finally it gets harder to get good scores after leveling since you kill too quickly to get high combos built up before you're launched to the bullet hell in final levels. still despite that 5/5
It would be nice if shoving worked properly. 95% of the time it just puts the word on top of the shove string instead of pushing it. Bad implementation mars what could have been a cool game.
I don't mind the occasional mindlessly easy game, but between splitting and explosive shop all I had to do was hold down the mouse button and everything died the moment it hit the screen. But all the pretty colors and effects made up for it... sorta.
I went back to 3 slice mode and realized that some of my 2 slice scores were better than my 3 slice scores. And for some reason can't beat the 2 slice scores with 3 slices. But at the same time can't get the hard badge even though it requires a smaller %. What kinda of screwed up logic world does that make sense in.
Game seems to lag a lot for some reason. Surprising since its so simple. Which leads to a glitch where if you click the next point before the line is finished drawing, it draws the line from where it is at that point to the next point , skipping the point in the middle and making the level unwinnable. Thats why you guys can't complete levels.
Like others have said, way too underdeveloped. And seriously whats the point. Just shoot the cubes, but you don't die so a high score doesn't indicate skill so much as an extremely high tolerance for boredom.
This game lacks any sort of depth. I liked that you controlled two guys but it didn't really add anything. Ok one stands on a button to hold a door open. yeah you can't do that with 1 person but so what. Its too simple of a concept to to build a game solely around. And seriously fart flying? I feel dumber.
There are several other games that do this type of gameplay better. Nothing unique, poor control scheme, and shoddy implementation. Its a shame because I generally like this kind of game.
I like the progress of the leveling. Nothing felt significantly overpowered as to make me feel godlike but still strong enough to feel more powerful with it. I like the risk/reward of getting close to bullets to charge. I like the fact that charging and overcharging are both interrupted when hit. I don't like that sometimes you can be mid over-charge and suddenly be forced by a new wave a bullets to give up your attack because there is no way to stay in attack range without getting hit. I also dislike the fact that my arrow keys tend to stick... but that one I can't blame on the developer. Still great game 5/5
I really liked the game. The only problem i had was the inability to move charging units. I didn't mind it too much except when I created a row in the center and it walled off potential matches from each other. It was particularly frustrating with long charge units. Overall though this is the most depth I've seen in a match 3 game and I loved it.
I'm very annoyed that when you have moving objects, you can't shoot where they will be but only where they are. It makes certain parts impossible to hit.
Loved the game, but a couple things disappointed me.The character leveling system made some characters feel like heroes, but often the heroism felt wasted. First off salvage and leadership become increasingly less useful. Once you've picked the buildings clean there's no need for salvage and after signalling is researched, you don't need high excessive leadership to get 95%. Also I'd have liked more reward/requirement for cross specialization. Like salvage or leadership skill above 5 adding a very small chance to find/recruit something/someone on other types of missions Or people with high in multiples areas being able to do specific tasks Like 8 leadership & 6 building allowing can turn graveyards into workable land and from there a farm or suburb Or 5+building/soldier being able to further fortify defensive buildings.or needing 8 leadership & soldier on a guy to start a war to end the game Or even any leadership skills at all on the guys who draft the constitution.
slightly bumping your car causes damage, but driving off the track into a giant free fall has no effect? Not quite how I'd expect things to work but I'll roll with it.
I like the game but some things disappoint me. For example there is no way to upgrade spells, buildings, max/mana, mana regeneration, etc. I like how the system works but there needs to be a way to do improve things other than units. Also I'd like some reason to go play around with the other units. I found the ones I like and stick to them, but unlocking units loses its fun when I know I'm not gonna use them. Perhaps a max out bonus that applies generically across the board, so as to solve both problems. For example, maxing elderly wizard would add 20 to max mana, vampire would give +20 health to all units, centurion would improve arrow towers. Something like that would vastly improve the game.
anyone else annoyed that a mine counts as a kill, when one is placed under the 5th personal item and therefore preventing an otherwise perfect pacifist victory. Other than that great game so far.
I found this really innovative. The balance between spreading out for hordes, and grouping up for the big baddies mad for some nice strategic elements. A couple things though. First, there is no incentive to master levels. Sure I do my best the first time, but if I want 50 of a resource instead of 20 or 30, I can just go back and do one of the first 3. Mastery should affect production, 2 for rank 3, 3 for rank 2, 4 for rank 1, so as to provide incentive and lessen the grind. Second, there need to be some more definitive stats. I don't mind not knowing enemy stats beyond strong this, weak that, but beyond that I have no idea. Are knights just faster? or are they stronger too. They seem to be slightly, but by how much. I can't tell and it makes it hard to adjust my strategy. At least give me the strong/med/weak on them so I can tell.
every time I beat the + level in 2 slices and it always registers as 2 slices. Which leads me to believe they mean 1 cut and 2 pieces. Poor language or wrong coding. Either ways I feel greatly annoyed when I see this.
Besides all the problems everyone else pointed out, my biggest issue with this game is that in order to drop the cannonball down some small shoot like is required by 3 out of every 4 levels, you have to fire on exactly the right spot, but the cannon is so powerful, that your clicks are only on the closest 1/4 of the screen making that exact spot that much harder to hit.
mines don't count as kills for pacifist victories!