freaky cool. I loved how you find the combination for the briefcase. And the secret surprise that you see in the mirror. NO spoilers folks. Play it fo ryourself! 5/5 puzlzing fun. hope the next chapter is just as challenging but not muhc MORE so and full of more freakyout stuff.
I'll also chime in. 1.) Refresh to start over? are you serious or delerious? Where did you learn any modern day web/flash game that requires you to refresh to start the game over? Have you even played one in the last 5 years?
2.) "easy"? and no matter what way I build my turrets with the starting limited funds I have, the first wave just blows right past me with hardly a scratch, not letting me earn money for more turrets to try to stop them?
Waste of time, not even fun. Tower Defense games aren't my favorite to start with, but this takes the suck of a cake. Can I rate it 0 stars?
Not sure if a bit of a bug or a glitch, but it seems that the game will continue to run timer but the click/hand will not move pieces after certain combinations like a gem or dynamite go off together.
great time waster (thats a good thing!) challenging insane level without driving too insane to chip away to earn the golds on all levels. Anticipate another in the series some time down the road!
oh... a feature of most strategy turn/tactical rpgs... an UNDO button to reset your move if you would like to re-think how you are going to move/attack. Add an UNDO or RESET feature so you can take back a turn or move before you confirm doing it.
The game is a solid 5. It's mostly bug-free (I had one issue with the screen blanking out at the top, but with a save and a reset it worked okay) I'm also a tactics-freak so this game plays right into the type I love and will keep me hooked for hours. How about in addition to EXP at death with poison, that small XP is earned after each poison hit to creature? (example creature -5 hp from poison, mage cast it, mage earns 1 or 2 xp from it) Lockpicking was a cute touch and very tricky and frustrating at first. But once you get the idea of it, it falls in place nicely. Further possible minor bug: If you have no mana root to use, it is still 'select and useable'from item menu duriing a battle (you get no mp gain, but you may want to consider coding it so the option isn't even there if there is no mana root in inventory)
I gave it a solid 3/5 Creative enough, interesting concept. Funky disco backbeat when you get the 'red zone' special information. If you have enough IW to go to next zone, but the zone upgrade isn't working, you must find exit of current zone first.
I will ALSO say: Black circles make the game very confusing... think you want to dodge them and end up hitting the bad black squares instead. Second: When you explode, it should give a longer delay before squares start rushing the screen again. As of now, the squares start to move nearly as fast and about a second or two before you can collect any circles around you.
The only issue I have with the catapult is that in upgrade, the damage is greater but the reaction reload time is slower. It should be reverse way around. More damage/quicker reload - lower damage/slower reload.
Not only confusing, the output of guessed numbers and previous guesses overlap, and should you lose, you never see what the comptuers answer was. Very poor coding. Try again.
Overall a high score, from someone who rarely scores and comments a game at all. I like the strategy turn feel but I got stuck in a brutal cycle on the beginner level of all things. I'm sure I can find tactics to win it out. Hope to play it more and maybe see some similar game down the road.
An excellent well rounded game that caters to various language skills, and random typing skills or sentence rearranging. Hard to be perfect for all gold scores but with patience it can be done. Plus, a good source for fun quotes in (North) American Pop Culture. Next version include some famous European/African/Etc... phrases by their historians, entertainers, sports figures etc...