"Give feedback"?? Seriously? What kind of constructive feedback do you expect to get from a click counter? Do you think someone's going to say something like "Good game, but the controls need tweaking and the graphics aren't that great. I think it would be better if the button was purple instead of red. Maybe add some powerups too." Oh well. I guess the joke's on me. 1/5. 16th!!!
Awesome. I'm not too far into it yet, but after playing a few songs it seems like pretty much everything that could be improved has been improved. The arrows are all on different lines, the audio lets you know when you miss a note, and the songs are longer. 5/5
I gave it a 5/5. It's quite a bit different from other games of its type, the levels are great, and the option of playing open-endedly in sandbox mode is the icing on the cake that gets it the extra star. Plus, it's neat how the message is so tightly integrated into the gameplay that you don't have to beat people over the head with it in the story. Of course, I haven't seen the whole story yet... but anyway, great game.
What they said. The controls are awful, and it ends up not mattering anyway because you can beat the game by just staying in one spot and drumming your fingers over ASD, without even having to look at the screen. 2/5
The best part is that the song doesn't stop when you restart, so you can play through it a 20 times quickly, and have one seriously psychedelic wall of sound going on. I doubt that's what he was going for, though. 1/5
Nice idea, but it would be better if the ball didn't start swinging wildly every time you die. The game should be about actually playing the levels, not waiting for the ball to settle down in between levels. 3/5.
Let me get this straight: you made a TD game, and called it Defender? I don't know which is more depressing... the idea that a game developer from a site called "thebestarcadegames.com" could possibly not be aware of the 1980 game of the same name... or the idea that he or she just didn't care. Please, make a visit to The Dot Eaters, and don't make another game until you've read every page, and watched every video. Maybe you don't give a crap about what happened back then, but at least show some respect to those who helped build the industry you are attempting to participate in.
Nice game with a great unique control scheme. I love how you have to balance moving vs. aiming, and there is also strategy involved in moving effieciently to avoid wasting water, and finding a good time to refill. I'd say it gets a little too hard too quickly (or maybe I'm just not that good at it yet), and it would be nice if there was some variety as far as enemy types and powerups, but still, 4/5. Very nice.
I dunno... maybe the controls are _supposed_ to be like this, but they feel kind of like poo after playing other similar games (such as teagames' motocross and bmx series). Of course, managing your rotation has got to be a key challenge in a game like this, but I don't think it should be necessary to constantly lean forward in order to avoid flipping out on flat ground. 3/5 though, for nifty level design.
I have a feeling I'm going to enjoy this... after I start all over from the beginning, because I'm trapped in a spot that my current skills can't get me out of... that's a serious problem, but other than that, so far so good. I won't rate until I have a chance to see more of the game.
Yeah, I've gotten hit by lots of red thingies, but they don't seem to hurt the rover. Also, I bought the rockets, but pressing space zooms in or out instead of firing. Withholding rating for now.