Additionally there is a bug with multi-ball and sticky platforms: only one ball launches, the others sit frozen just about the paddle (where they were when released).
Considering the number of bad breakout clones around here, this is quite good. However, there is a reason that modern version include ways to shorten the painful endgame: even on level 2 the corners are a pain and the ball gets into very long loops on the unbreakable bumpers. Think about how to avoid 3 minutes of fun gameplay and 5 minutes of annoying "get the corners" time.
Theme is probably not appropriate when you consider the fact that you can't off-road or collide with others, both of which seem to be the strengths of monster trucks (as opposed to some strange ghost vehicle with an aversion to grass).
Agreed with Thalain: level 4 I got *A*, *A* and V*** as clues, yet there wasn't a single A on the board. A decent idea, but checking that the required words are possible seems necessary.
Sheesh, hate to sound like a pile on, but I quit after I realized I was always ending up a pixel short of transformation trying over and over again to get that last pixel. Great idea, poor challenge scaling.
My high score is now 11400, so I think I have the basics of the game. Cute, but I still think it could be improved with some halo effect to make chains easier. Two points: the Internet mocks what it doesn't understand... a tutorial would have provided much benefit in demonstrating the chains that work and don't. Second, claiming people can't review a game because they haven't made their own game? Lashing out just brings the trolls out in force because they know they have a target. Putting a work on the Internet requires think skin.
The idea of a physics based column game is fine: the problem is that you can make patterns with adjacent pieces which would go away in a traditional "3 in a row" game that will just sit there because they aren't *touching*. It becomes very frustrating to make a neat and tidy L and the game just ignores them because of a pixel of whitespace. The game would be vastly improved if there was some "aura" around each piece where chains were accepted.
Not a bad idea, but there are several serious balance issues. #1: Increased greed to $25 or higher makes the instant kills free or even profitable. #2: Once walk is down to a cost of 1 you can explore huge areas which is both boring and yet not a risk because of #3: The ability to recharge to full health for $70 is insanely powerful when you have cheap walk and lots of soul.
The missing elements here are radar (essential for defender style games to see where rescue is needed) and the fact the map is too long (many abductions happen away from the action).
The game is great except when you encounter a window that requires you enter on the descending part of a jump... and you can't see it until after you would have had to have jumped. Shame about that, otherwise I would keep trying.