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Game comments and reviews
Sep. 26, 2011
I'd like to see bigger maps, for very long, draw out missions.
Aug. 04, 2011
Sorry about the confusion with the scoring. The goal is to condense everything as much as possible, with the lower score being your current one, and the higher being the best score you've managed, collapsing large groups can lower your score, because you're left with fewer high-value pieces. There's probably a better way to convey that in the game, but I don't know when I'll have time to improve it.
Oct. 11, 2010
has anyone else had a problem with the metal hands walking through walls with flags? on the last kitchen level I can't kill the swarm of metal hands quick enough to keep them from grabbing the flag and then walking in a straight line to the exit.
Jul. 08, 2009
tend not to like games like this that are based so much on luck. day 39 I made it less than a quarter of the way, day 40 I won. not really any skill involved, just luck.
Jul. 02, 2009
@HatMan I've got it so that the color increases based on a curve (rather than a linear increase), so the first few clicks add much more blue than the last few, but if I shift the coloring function much more, the last several clicks won't be visibly different.
Jul. 01, 2009
I got a game over while choosing my character. That's a little ridiculous.
Jun. 30, 2009
Not as good as death star battles.
I can't pass 10, even using a walkthrough.
The game area is taller than my screen. that's an immediate minus. also, way too easy. I didn't lose any lives until I sent the last five levels all at once, and even then I only lost eight. first time through: 624680 points.
Jun. 29, 2009
Very cool Idea.
Apr. 06, 2009
I like it. it seems most of the difficulty comes from how responsive your ship is, it moves much faster than in most asteroids games. I also like the use of things from other games, the tri-force and mushrooms, as well as the space invaders stuff. doesn't have much to keep you going beyond that, though. after a few minutes I lost interest.
Feb. 08, 2009
first time: -125000!
Feb. 07, 2009
the code you use to stop your character from walking will also cause him to stop walking if two buttons are pressed, so that he will "walk" left, right, up, or down, but will "glide" if you move diagonally.
Feb. 04, 2009
whenever I click anywhere on the game it sends me to the sirRealism website. even the version on that website tries to open a popup of the website. obviously this is a problem specific to only a few people, but if it could be fixed, that would be appreciated.
Feb. 03, 2009
fun, but it would be nice if you had a current number for each state.
Jan. 30, 2009
really great idea. really hard to play. 4/5.
Jan. 29, 2009
doesn't this count as a third party add? I like pendulum as much as the next music junkie, but I'm pretty sure there's a rule against non-kongregate/mochi-ads advertisements.
Jan. 28, 2009
I can't seem to get higher than about 500 points. and after playing for about five minutes everything else I look at seems to be slowly gliding upwards.
great graphics, but barricade items sometimes fall off screen, and once the first Frankenstein monster had come on, I couldn't move stuff, even the next day, and I have no idea how to make him go away. still, nice idea.
Jan. 27, 2009
it's alright, but the powerups are uninteresting and, I find, practically useless. the upgrade for your basic shot seems like the only worthwhile thing to get, but you have to re-buy it every level. also, it looks like there are some movement glitches with the enemies in later levels. I think a better system of upgrades, like a large upgrade tree, would make this game worthwhile. until then, 2/5.
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