There's a lot more guess work and random clicking involved in this, when compared to the other point'n'click adventures from you guys. The silent hero doesn't really work in this case, imo.
Reasonably polished but far too easy before it gets far too tedious. The "next wave" button should really double as a fast forward button too. Exp spread is a bit funny: some levels will get your 3 or 4 levels while others barely get enough to level once.
(1) Accuracy seems to be a very hit or miss affair (literally). Sometimes you can't hit a thing while others, the enemy doesn't stand a chance. (2) All the juggling in the world doesn't help when they can blow up walls faster than you can set them up. Introduce wall HP, maybe, or walls that take more than 1 bomb to blow up? Money is a problem: there isn't enough to keep up with the enemy HP or numbers increases, which frustrates me more than I find the challenge fun.
I'd love to say "not bad for a handheld game" but I can't. An 80s game with a 00s veneer is still an 80s game but without the retro charm. Bleh cash-in on a great series.
Alright idea, but poor/incomplete gameplay execution. Lags when achivements pop up. Coins depop far too fast later on. No autofire. What exactly is the benefit of the mage over rage?
Poor when compared to the other acts. Much shorter, and a surprising amount of bugs, given the quality of the other installments. Was this rushed out the door? Still, better than the average flash game.
The jump between starter "one hit and you're dead" ships to more stable platforms (light tugs, at the very least) is too big, imo. It gets dishearteningly boring very quickly.