Reminds me of when I was 6 yers old and my parents got me one of those shifting puzzles while I was waiting in the ariport. Hated it then. Hate it now. I hope someone enjoys this type of torture...
interesting concept, but gets boring quickly. Also, stategy mode is quite odd - I quit after 2 rounds in this mode - no idea what to do, despite the two-sentence "tutorial". I like the idea others posted - of developing special moves. Extra elements were neat (guards in tower, catapult, etc.).
Several of the levels are based solely on luck. Maybe there's some autistic kid out there that can plot the path of five chain reactions...
I like the storyline (funny), but as others suggested: fix the spelling and grammar errors.
I like the suggestion to display a counter of how much of the goal has been completed (e.g. "3 of 8 normal atoms destroyed").
Can you make a difficulty setting for, "I don't sit in my basement and play TD all day long and know every single trick to set up an unstoppable arsenal of towers given $10 and a bubblegum wrapper"? Thanks. "Easy" level just doesn't cut it.
difficulty curve needs work. Easy difficulty starts out incredibly easy/slow, then after boss around level 20 the level becomes impossible. OK, I realize it's not "impossible", but in two levels I went from killing the critters at the half-way point to all of them getting through.
Needs more balance. After about 5 stages (to upgrade), each stage is exactly the same: Wait for counter to get to 15 seconds, build 4 Apaches, after first Apache is built, build 4 Abrams tanks, when counter reaches 0, launch artillery two inches from right of screen, immediately purchase another artillery, (in later stages, send second round of artillery and purchase another), then fast forward to clean up the remaining enemy troops until timer gets to 15 seconds. Repeat for next stage. I thought it would get more challenging with each stage, but it didn't. I thought it would end after 20 stages, but it didn't. I thought it would end after 30, but it didn't. Then I read that someone played over 50 stages and it kept going. Sorry, dude, all wars eventually end...
Played a few times. I like the little twists on defense games (digging, slots, items), but the slots are aggravating (I must have spun 50 times now and only won once - and only $300!!!!) and the view is sometimes obscured (maybe opacity would be good). Biggest gripe: counters are WAY off. Sometimes the level ends with creatures on map, health/mana meters always wrong (says 100 and bar is almost empty). Add Health potions to dig items (or earlier if they already exist)!!!
beat entire game in 3 minutes on first try? Too easy. I like the moving light in the darkness controlled by the mouse - consider other applications/games for that. The objects were way too loose - I could walk across areas that should require jumping. And the fireballs from the robot at the end could pass through my feet without killing me - again, too relaxed. I think my dog could beat the game in a couple tries - maybe market it as a game for animals to play?
I like the "Space Battalion" idea, too - a couple of space platforms with "land" vehicles, a spread of asteroids for "sea" vehicles and the rest of space for "air" vehicles. Have solar panels and asteroid mining stations for income. Maybe non-land vehicles get knocked back a square or two when hit.
Never played Advanced Wars, but this is a great game. I enjoyed the intuitive controls (but keep the Boot Camp!), the build options, the layered challenge of air/sea/ground (interaction between various units), the graphics, the sound (it was in the background until I read a comment about it, now it's a little annoying), the auto-save, the badges and the card! I didn't do the math, but on the bonus map I had taken control of most of the refineries (land and sea) and was only getting about $600 per turn - it seems something wasn't generating money correctly. A "Build your own map" would be groovy, if possible.
I didn't like bowmaster too much, but it's better than this game. The aim was horrible, the responsiveness of the arrow keys required too long to adjust the angle of the bow. Nice graphics, but overall boring gameplay.
I don't get it... how can this game be lost?.. Anyway, easy to level up fast, then beat level 999, then level up to about 5000, then kill 9999 a few times, then level up beyond 9999 and the screen can no longer display the full level (5 digits). Potions do nothing. Concentration does little. "Learn Magic" does nothing (already know all spells). Odd that levels never end, but there are only 20 swords - had the best one in 30 minutes. The stats all need some work, little/no challenge to the game.
I agree with Exter - if a battle was won, don't require fighting again to pass through the area - make it optional. I've tried playing a few months ago and again today (for the card). I get bored after 2 fights and stop playing after 5 fights - simply too repetitive. Needs something to make play worthwhile - every fight seems the same... slash, slash, win.
I usually hate these click-randomly-til-you-find-the-next-item games, so I wasn't surprised to also hate this one with its rudimentary graphics and botched ending (yes, I know it was "supposed to be" ironic, but the storyline conflicts with the game, e.g. why would the "Handyman" deliver an eyeball on a screwdriver? - just make it a regular screwdriver from an outside Handyman without a lame voice on the phone). Anyway, don't bother trying to appease my requests, this genre of game is, IMO, a waste.
Very annoying at first, then got keys and was annoyed to find a decent Reward, then started making some progress and the annoying-ness went away and it became quite addicting. I recommend (as I think others have) that a border be brawn around the map to allow more distinction between the edge of the map and losing control of the screen. Maybe allow descriptions of Rewards and Awards (before unlocked/awarded) so that we know what we're playing for.