Argh, finally had a perfect run to Gauntlet lvl 7 getting there with 6 lightning, 5 shields and 3 hearts. And then on second move, no shields and instant death due to blight being 3 or more everywhere >.
Nice basic game. Maybe add something with freeing wrapped gifts captured between the balls or something for a successor?
Game didn't run all that smooth on my system, noticeable delay on the nozzle aim and recharge after firing the ball.
If you change the controls to Jump = UP, and the Black/White switch = SPACE this becomes a whole lot more fun. If you want to use more than 2 colors in a future update/version then at least make the player setup their own keys for it.
The concept and artwork are fine and have loads of potential. But: 1) counters after level finish should finish on click, 2) the catapult is too sluggish, 3) AI of own units suggests serious mental incapacity issues and more of the sluggishness, 4) manually clicking on them to dig traps is less than ideal, 5) the holy spirit thing should be summonable at will after charging, 6) the tank should be summonable at will or at least allow control to send it in as FIRST IN ROW , 7) the stone and crystal resources need better balance in acquiring and costs, 8) pandora's box is only really worth it once every 5 times or so and should be closer to 1 in 2.5, 9) needs more defensive buildings (moat to slow enemies when they are close, hot oil to throw over the wall at will with a recharge time when there is a horde banging against it)
So we get to witness a fight, performed by a shitty AI, and have no influence beyond the starting positions. So far the information and feedback about the figures movement, strengths and weaknesses was limsy at best.
Game looks nice visually, and would have good potential with actual fighting gameplay, but like this is boring after 1 hour. 1 star out of 5
This one is a bit flawed with the colours being hard to see, especially the grey/white numbers. Liked the sequel Picma² better in that regard, but it works on a whole different principle (which is equally addictive btw :P).
For monochrome puzzles I prefer another game here called Pixelo, but it doesn't feature the multicoloured dimension sadly.
It's a nice game I think, but needs a few things to bring it to full potential:
1. Difficulty modifyer (it's way too easy)
2. Faster speed-up in survival (waves take several minutes even with 2x on)
3. Info/stats with the characters (good and bad)
4. More variation in the level layout (maybe save that for a sequel?)
5. Different bad guy types should react differently to each tower damage type, now it seems there is only a difference in speed and health.
6. Experience build-up before upgrades are possible for towers?
7. Ghost-like enemy, fades after first hit and becomes visible again after next door?
8. Wizard like enemy that blacks out a hallway for a short time after each hit?
9. Poisonous enemy that temporarily stuns the defenders when killed?
Looks like Level 4 challenge is near impossible on a lagless computer? Walkthrough on YouTube all appear to run slower and with fewer damage than this version :S
This game badly needs an optional tutorial...
It looks like it has got a lot of potential but I don't want to have to bother with reading a lot of tactical (vital!) information before I can simply start playing :S
Holding on to walls is very fidgety and actually makes the playing experience for me quite dissatisfying. The concept and levels are ok, but that part which is so essential for playing the game really ought to get some finetuning.