I happen to like this sort of game, the kind that has some depth and several different mechanics in place, and makes you try and resarch. I guess to each it's own.
Extremelly nice concept, well implemented, but tiresome to play. The amount of action needed to get the ball recharged and swinged at your enemies takes of accuracy at an alarming rate, so it becomes frustrating.
There are indeed several imprevements, although colision detection works better in the first game. It seem to me that the amount of time the bonuses remain active is less than in the first game, leading to really lower scores.
I've played this one before, I think it was in Might and Magic VII, a card game inside that fabulous RPG. If I remember correctly it was called Towers.
Nice version, and very good net play.
Yep, I've seen games programed with bigger areas, so making a square and then usnig an inside circle to limit the firing/viewing area could help even the odds about angle of entrance/difficulty.
Also, as the game depends so much on upgrades, getting them to work a little better would be nice. It also would be nice to start with a little cash, as you get till level 3 till you have enough for anything but mines, which are not lasting things.
Nice one, I agree that's a little repetitive. Perhaps introducing special levesl as bonus where you have things like bridges you can put to go over another colour (of course, in a limited number), colours that must be coneccted twice, or things like that, could spice it up a bit.
Too easy, the original game command had a big ball for aiming your missiles, 3 bases with missiles for counterfire, each with it's limited missile load. This one has unlimited shots, mouse control and power ups. It's just not fair for the poor incoming missiles.
I don't like the combat sequence, you attack, and the monsters, no matter how many they are, only attack once, and then you attack again. This way the battle is longer with more critters, but there's no sense of imporving the odds as you kill one, as it makes no difference to the damage you receive each turn.
I love how you differentiated an almost meaningless decision (pick between two different characters, but the choice has no impact in the game) and picking because it determines a posible strategy. It should be noted, however that same people like more some kind of characters, so sometimes they'll choose one because they liked and become bored or frustrated because they didn't adjust their playing style to the chosen character. That's why it's SO important to inform of every difference between characters, to let the player think about his choice and learn to live with it.
Yeah, there's no game complete screen which was a bit of an oversight!