I'm a sucker for games that try to put meat on the minesweeper skeleton, and this is a solid attempt. The map gameplay could stand to be a little deeper, and the upgrade system is kind of unnecessary and feels bolted on.
the key gameplay element -- what the two kinds of transistors do, and how to build them -- is hidden too deeply in the tutorial video. which is kind of a shame; it could be a good learning experience if it just helped people over that initial hump a little.
It's well crafted, and it was neat how sucessive upgrades would allow you to defeat deeper layers of the enemy ship; but it was too long and grueling--I don't think I'll play it twice.
There's not much to it, but it's really well packaged. Progress from round to round and shape to shape is brisk; as soon as you're done it's graded you and you're on to the next. Letter grades make it friendlier, and the grid is a nice touch.
It's an art project, but a successful one; the pictures are well done, and the animation helps keep your interest through the necessarily monotonous gameplay. It's nice to see motifs carry from level to level, and the way the countdown is integrated into the pictures is clever.
Kinda fun! The physicality of the balls really helps: the fact that you can drop balls to shift ones that are already on the board, or to deflect an incoming sphere to clear space, adds a wrinkle that makes the game a tiny bit more interesting. It needs a little something to switch it up between waves; doing the same thing again and again starts to get monotonous.
A fun little game! It really makes you think about the order of operations. It doesn't tell you very clearly that the tall bucket of paint only covers one normal-sized ball--an animation would be really helpful here--and so you have to discover it though trial and error. Which is half of the fun, to be honest, and on levels without irreversable operations it works out fine. But the number of lives you're given is really strict, which adds stress that just doesn't need to be there. I'd play a sequel, for damn sure.
It feels like I've played this game before. Several times, in fact; I'm not sure that this iteration brings anything new to the table.
It's hard to tell when you've hit an enemy, which leads to an unsatisfying "shoot in their general direction and hope they die" feeling. The art is serviceable.
The animation is gorgeous, and there are moves for every situation; the character has a little too much momentum for my taste, and falls to death combined with a strictly limited number of lives is somewhat questionable, but it is fun just to move around and jump. The shells were fun to bounce around, though frustrating to try to aim precisely; playing golf with them is a clever concept that's frustrating in practice.
Cute! It has the feel right, and levels are short and satisfying. Not sure how much further it could be stretched though. (or maybe I'm just not much in the mood for killing right now. ymmv.)
OMGLOLWTF! as the kids say. It's neat to see what happens when the constraints (movement speed, vertical limit) of Space Invaders come off, but the game loses a lot of its structure, too.
Good for a novelty play or two, but not much to come back to.
It's really really random. You can see how there could be strategy--attack or defend, build up stocks or increase the amount of resource gain--but in practice you just play the only card in your hand that makes sense, and hope that next turn you draw a better one.
Kinda disappointing.
An above-average Bejeweled knockoff; the graphics are very solid and professional, though the Japanese theme doesn't have much to do with the gameplay. And the powerups--clocks, zodiac signs, nuclear bomb--aren't very (premodern) Japanese either.
It loses a point for being obtrusively a demo version.
Well-organized and very playable, but I found I couldn't play for too long at a stretch; it got annoying having to click and pull back for every shot. "B... but that's the whole point!"
Yeah. It's true to the spirit of archery, at least.
The structure is really solid; the night-day cycle (and the really solid shell art) gives it a weight most zombie games lack.
Unfortunately, the in-game art is pretty crude, and the weapon upgrades you work so hard for aren't that much of an improvement.
It could use a bit of balancing, too. You rarely spend more than an hour repairing your barricade, so you don't really make any choices about how to allocate your hours.
The technology for the characters is solid, and the naming is cute, but the art is mediocre (level art primitive). Which would be forgivable, but player physics are kind of sloppy and melee attacks are really clumsy.
Very pretty; the powerup display is both novel and effective. It works well with the music, and is very easy to get into the zone.
Like everyone else, I will say that the cursor is too small; it's easy to lose track of it and have the pointer fall out of the window.