INSTANT five stars. Withing *3 seconds* of pressing play, I was actually playing the game, sinking ships (and a little shocked that my crew were smart enough to *know* which side of the ship to fire from to hit the enemy) and having *fun*. *No* tutorial is better and more effective than actually playing the game and learning from it. Looking forward to playing the rest of it.
in order for me to take this game seriously, the flight of the aircraft has to be controlled by the mouse/joystick. How many real pilots use a keyboard to control their aircraft?
*gasp* must stop ...can't stop playing... like peanuts and m&m's lightly sprinkled with crack...mmm...just one more level. I can stop whenever I want....5/5 ;)
For those who've played this on Jayisgames and ripped your hair out because of the "collect the ballss in the cave" level, the controls have been redone, and are MUCH less frustrating.
I really don't know what to think about this game. I mean, it's buggy as all hell, but I've never been able to use a tactical nuclear weapon in real time combat before. Fun ! ;-)
The difference between the 2x and 3x speeds makes the game unbearable at 2x and unwinnable at 3x. Also, the helpful button to send 30/50/80% of the fleets is just flair. it has no impact on the percentage of ships sent at all. 1/5
Simple and elegant game design. first few levels teach controls and concept without the momentum crush of a tutorial. Now create an algorithm for a simple melody that variates on itself, evolving as the player plays. Good job. 4/5
Note to Game Designers: "Instructions included in game" just doesn't cut it anymore. As players, ALL WE NEED is a list of the 3 to five most common keys/mouse buttons/commands needed to interact with your game.
Gameplay is solid and the puzzles are inventive. The only really negative marks I'd give it are the sound effects (identical to Vehicles). Sound is like smell -open up a box of crayons and sniff- and new sound effects would erase that "leftovers" smell. 4/5
skill points don't seem to a have a measurable effect, recommend a skill upgrade system; model "don't take my gems!" and make it your own. Also, Id love to see the whole map creatively used, but the isolated light concept is genius to fight lag. Gameplay comes first Would like to see cheaper towers used late in the game by having a 2nd (mega) upgrade. And because I've played this game three days in a row: 5 out of 5
This game is liplocked with the rear end of a constipated skunk. Following the directions as laid out IN THE DEMO, the game is impossible and frustrating. Does Cedar Point really want to be associated with gameplay that makes me want to throw my monitor into the trash compactor and take out my frustration with a magnifying glass on the nearest anthill. This game is an example of "go home and try it again". It's not an advertisement, it's a warning.
I finally figured out that the reason the gargoyle icon disappeared after the battles is that the humans can't create Gargoyles, even after they capture the tower. Why not? And it'd be more clear to have a blurb that explains this instead of me almost reporting it as a game bug.