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Game comments and reviews
Jul. 13, 2007
Tried playing it again for the badge. Big mistake. Controls are even worse than I remembered them and I kept activating other windows. (It's no fun at all when that happens.)
I found aiming while throwing to be all but impossible, which made the game extremely tedious. Got the card, got to level 8 (where the enemies suddenly go from extremely incompetent to quite deadly), got no reason to replay this one. (Even the bribe of a 30 point badge is insufficient motivation.)
Jul. 11, 2007
On second thought, the combos are novel. Unfortunately, the first 80 levels are too easy, so it's all but impossible to judge how well your combos are working until you're pass level 100 (and by then it's pretty much too late to change things).
Challenge won't allow mouse controls and the keyboard controls are excessively floaty. Poor use (or, more accurately, NONuse of color schemes make finding the ball annoying.) Game doesn't tell you what "power ups" are bad until you grab them. Score conceals ball. Two ball "powerup" is deadly. There's a salvageable game in here, *somewhere* but it's going to take a lot of modification to find it.
Yet another tower defense game and it's less interesting than its predecessors. I sailed through the challenge and the only part that was difficul was not falling asleep in the middle of the game. Zzzzzzzz....
Jul. 04, 2007
I was trying to draw on a level and accidentally hit the menu button--and that sent me back to level 1! Unacceptable, particularly in a game with questionable hit detection.
Jun. 29, 2007
Overpowered guns, underpowered enemies, practically non-existent AI and every last battlefield looks the same. Boring, boring, boring. The game may only take up 320k but I've played games that were a lot more fun and a lot less repetitive that didn't even cross the 32k boundary.
Extremely simple but still fun. Only works because it's a multiplayer game, though.
Offering a red-sol bonus and then having the RNG not provide any red pieces until it's too late is not much fun, either.
It really sucks when the game demands four luna tiles and the RNG fails to provide them.
Jun. 28, 2007
Let's see...a platform game where you can't jump on the platforms, walk backwards or even stop walking. Ouch. Nice try but no thanks. Don't worry too much about it too much, Jindo, though. Your next game will be better.
Jun. 27, 2007
Stupid targeting scheme--the bullets rarely hit anywhere near the mouse cursor. How are we supposed to get headshots when the guy can't hit a zombie right in front of his face even when the cursor is pointed straight at the zombie's head!?
Jun. 26, 2007
Made me smile. That said, there's not a whole lot of variety and everything one must dodge comes in one of three types and comes from only one direction. I got the song to loop one and half times and there didn't seem to be much difference the second and third times through. I'd love to see an improved sequel--that would be great challenge material.
Jun. 21, 2007
Nice game, but the time limit's on the overly strict side. I'd like to explore more but the cat tends to explode.
Nice theme but way too much trial and error to be anywhere near fun.
Very clever. This game's been on the internet for some time now but it's still quite good.
Annoying control scheme, wrong colored targets that sudden pop in the line of already fired shots...yuck, yuck, yuck.
First level only has the odd theme going for it--cute bunnies, not much gameplay. Boss battle isn't much better. THe middle levels ROCK, though.
Jun. 15, 2007
If there's too many targets on screen the targeting cursor can go wild, making the game unplayable.
Jun. 14, 2007
Awesome concept. Needs more puzzles and less jumping-from-platform-to-platform...and it definitely needs a sequel with more levels!
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