I like the implementation, and the difficulty changes nicely. I wish there were a few more mechanisms to learn, and that completing a level with all four colors remaining felt more rewarding rather than just OCD.
This has fantastic unit management that feels based on StarCraft (clearly out of response, which is another plus). Add the great variation in the feel of all the levels with reinforcements or not and a good difficulty curve and this is easily one of the best games that I've played all year. A breath of fresh air after recent laggy messes by other developers.
It’s interesting to see the negative comments here - when this originally came out, I remember it being seen as a great new game (and I really enjoyed playing it). That was back in the very early days of tower defense games, before the expected mechanics of todays games were present. How times change.
The counting mechanism is off - the number of matches it's counting doesn't match with the number shown (and rotating the piece adds matches when none exist). Is the index for rotation mismatched? (it does load, though)
This game is fun at first, until you realize that it's very glitchy in very annoying ways, is nearly impossible to get gold medals on (which are necessary for decent progression), has a horrible upgrade system (which only becomes apparent after you've dumped an hour or two into it), and is just a demo. Kongregate, you should know better than to post demos without labels.
Reminds me of an old Mac game called Escape Velocity - it'll be cool to see as it gets more developed. Combat sequences are currently too difficult/time consuming/random
Hi dafishey, Thanks for your feedback. It's my first puzzle game, and designing the levels was a considerable challenge. I'm glad you liked it.