I liked the fact that it let you think about most of the puzzles, and in general it's a good game. The only major criticism I have is the difficulty with which one navigates the chapel. Arrows often point in a great many directions, the camera angle changes sharply as you move often leading you to go back on yourself accidentally, and as for the '19th Rung' puzzle, it is all but impossible to tell which rung that is since the flick screen presentation means you have no idea how many rungs you've descended. Besides, it's not behind, it's to one side. All things equal though, pretty good.
There are far too many things to keep track of for what ought to be a simple tower defence game. Five different resources, plus a bazillion different types of equipment, plus resource harvesting, plus different targeting types? It's overkill for what is marketed as a kid's game.
Bug report. I fnished the first level. Before the second level started, I bought Shield 2. I then clicked outside of the browser to deal with an IM conversation. When I clicked back, the robot was invisible which made it impossible to dodge effectively. He was still there and reacting, running, shooting and everything, but the graphic was gone.
I assume that units will recover while they're close to their home base, but the life meters for each unit don't refill so it's impossible to tell if this is the case. if it isn't the case, or if it's so slow that you can't see it happening, then this is a bit silly since there's hardly any point retreating.
A good game, but you can solve a lot of the puzzles by inching along a bit, jumping up and down until your next clone appears, going a bit further and so on until the door opens, then just heading straight for it.
Important: the mini-walkthrough above is incorrect about Ending 7. This one is achieved by finding all of the shattered parchment, then arranging the lights so that they point in the directions noted on the parchment itself. This is the same set of lights that you have to arrange based on the four corner signposts, as described for Ending 9. For those who can't read the parchment (it's not very clear) the NW light points North, the NE light points south, the SW light points southeast, and the SE light points northwest. Please vote this up so people aren't wandering around looking for a location that doesn't show up unless you perform this sequence!
If it wasn't for the world-building going on in the somewhat static story, this game would be immensely dull. As it stands, it is merely boring. I played most of the way to the end, mostly just to kill time because I couldn't think of anything else to do at the time, but I didn't much enjoy it I'm afraid and was left wondering why I had bothered at all. Especially since I can't find the exit for ending 7 at all, despite having every item in the game.
Just finished the first level. I like it so far, but am somewhat disappointed that the giant thingy barely moves at all, even after you kill it, it just stands in place and growls a bit. Hopefully later levels will be more dynamic.
I clicked on this expecting a joke game that basically said something like 'Ooh, you rotten perv!' or something like that. Sadly it's just another case of somebody uploading a completely unfinished concept. On the plus side, the movement is nice and smooth and collision detection very forgiving. On the minus side, that's about all the game has at the moment. With a few physical obstacles (i.e. a maze), more interesting graphics, music, SFX, more than one 'level', an actual challenge and some kind of workable gimmick that doesn't revolve around 'XXX', this might be a passable time-waster. As it is, it's not even an amusing decoy game for catching out the mouth-breathers.
Whenever my bird lands from a flight it gets a sudden burst of speed that lasts a couple of seconds, thrusting him way ahead of the other birds who don't get the same effect. Is this supposed to happen? I don't remember seeing any bonus mentioned anywhere.
As with so many games of its nature, it suffers from a lack of tactical depth. Still, I'm glad they kept unit build automation from the previous game and there is at least some thought in what units you field against what foe.
Poor player feedback abounds. If I point at something on the screen, and a word pops up at the bottom telling me what it is, I expect clicking the mouse to actually do something. Even on the first screen I had to click on several different flowers, all labelled 'Magical Flower', before I actually found the one that could be picked. Which wouldn't be so bad if it actually looked different to all the others!
While the story was interesting insofar as it went, the imagery was poorly connected to what was supposedly happening to the hero, and nothing in it really developed. The end came abruptly and for little reason, many of the apparent story arcs were never fully played out, and all-in-all I felt that a chance had been wasted. Never mind the game's lovely haunting atmosphere, it's covering up for a woeful lack of substance and extremely weak platform adventure gameplay. Next time, a story that can be followed would be better, especially if it could have the pleasant duality of being linkable to what is happening to the 'real' hero in his coma.