I am speechless 'cuz of the awesomeness that is this sweet, cool, and amazing game. I wish to let you know something - that everything said after here is the TRUTH and that everything said thus far save this sentence is a LIE. This game SUCKS. The 1st game SUCKS. I'm not even going to TRY the 2nd game 'cuz it probably SUCKS too. Let me ask something: have you studied GEOMETRY? Have you noticed that HEX grids are different from SQUARE grids because the VERTICES from HEX grids only have 3 lines, where SQUARE grids have 4? Do the math: in a 35x35 (the max for this "game") HEX grid there are only 3675 possible ORIENTATIONS of VERTICES. In a 35x35 SQUARE grid, there are 4900 possible ORIENTATIONS of VERTICES. Do MORE math (I know, this math stuff is really hard but you'll get it once you graduate jr. high) and you find that HEX grids offer 75% of the possibilities that SQUARE ones do. I'm not even going to TRY to EXPLAIN myself because this "game" speaks more for itself than I EVER could.
Nice game. I like it. It's an interesting blend between TD, flash shooter and strategy. The graphics are good, so is the game's engine, and the difficulty. While some turrets are definitely worse than others (I'm looking straight at the "standard turret") it's an all-around balanced game. The difficulty curve is a bit steep, as is the learning curve, but those are what keep foolish noobs and those with way too short attention spans from getting engaged. While that may not seem very optimistic or nice at all (or "politically correct," which I don't care for), it does mean that those who actually have the will to persevere (and not just to "accidentally troll") do so.
This game is rather difficult, which is something I like in a game because it deters foolish noobs. But as far as everything else (excluding the shop, length, & the "storyline") is far outdone by the original Super Mario Bros. The graphics are more creative (and FAR more entertaining), the enemies are more difficult to understand how to defeat (ex. shoot vs. time your jump to land on top of), the platforming shows both more skill and more thought in level design, the physics are FAR more realistic, the characters actually LOOK good, and the controls are not confusing. So I would rather play Super Mario Bros. than this game. Not because of nostalgia (Super Mario Bros. was released before I was born, so I definitely would NOT call that nostalgic) but because it is better in every way that makes a game stand out from the rest. So does the fact that I would rather play a game that is 24 years old than this tell you anything?
Ok... I have to admit... nice game. But seriously, this is more of a professional arcade game. While I'm glad that it's for free here on Kongregate... let's admit: Whirled could make some money off of this. And the fact that they didn't means 3 things: Whirled sucks at advertising (they put it on here meaning that they couldn't make up an ad somewhere else with more traffic) and Whirled sucks at customer service (Letting Kongregate (a third party in this case) support one of their games even when Whirled is independent). And a couple more things: the graphics are so polished, it really makes me suspicious about deeper content and if it really has anything to offer besides a half-hour diversion; and the concept, "storyline," characters, music, gameplay and execution feel extremely boring and worn out.
Also, this game seems *extremely* rushed to be missing all of these important features. Try actually relaxing while making a "harmonic" game. It might actually show.
So this game is supposed to be all about zen, huh? ... ... ... right. Despite the fact that I have never studied zen or done anything zen-like, I can definitely tell what is NOT zen-like. And this game fits into that category. While playing it, it has a distinctly sudoku-esk feel because of the non-existent-yet-somehow-still-there grid. And I highly doubt that that 'music' that real zen people listen to includes basses or an all-alto 'choir.' And isn't zen supposed to be about getting something zen-like and letting it stay there because you did all that hard work? Try letting the player decide when to advance to the next level. Even better, try having an actual menu. And for hard work... when a noob cries "I can't beat this level! It's too hard!" Don't give in. Make them work by not letting them 'refresh' a level they haven't beaten yet.
For a game that appears to have been done on spare time, this is pretty good. On even a half-professional level, though, this game pretty much fails. Instead of using boxmen to perform tasks, the they are meant to press timed switches... which is a concept fail because it makes the game (whose music and art support a "happier" emotion) very frustrating because you need to time everything *exactly* correctly or you fail.
3/5 Ok... accolades for trying to make a nice, good-working all-out physics-based puzzle game. For the most part, you succeeded. but the things that didn't make the final cut are the things that mattered: object rotational issues, 3x Speed button, physics bugs, physics lag, annoying menu system, menu lag, frustrating gear placement system, rather luck-based levels (EXTREMELY annoying) and a detail-level adjuster.
Nice game. Halfway original concept, but very nice execution. Music is just epic enough to make you feel awesome, but just in-the-background enough to not distract you during missions. I seriously don't see why people think that this is so hard. I beat every single level on my first try with 80%+ health. And I have a crappy laptop mouse that died during the start of the last level. I mean seriously, there should be at least 20% more enemies to make this game challenging. But the mouse-based gameplay was well-executed, and the graphics were well-done. Once piece of advice though: make more upgrades. Although the upgrades are all unique, it would have helped to have one that made the projectile move faster. And I laughed sooo hard when I tried the game a second time merely to fail. The fail screen is hilarious.
All three games are fun... yet all three games have the exact same inherent problem... they get boring after about battle # 5. The cards add a little variety, but come on: hero level 15 and I only have 1 skill card? WTF?!?!? If you're going to make a game, at least try to realize that there actually are games that can hold people's attention. This is not one of them.
P.S.: If you can, create a custom hero. the default heroes are balanced, but don't have enough diversity to offer complete freedom. With a custom hero you can put everything into 3 or 4 stats/abilities and become UBER. 4/5
@poopydude123: Conquer everything (seriously, it's not that hard, even on normal, it just takes time) and then go to each capital and go to the town hall/center/whatever menu. Then in the center selection, top row, there should be something that allows you to fight the town's champion. Then select "1 v 1." If you beat him/her, you can move on to the other civs. Beat them all and you get the badge. Also: the best champions give you unique/artifact items upon death ;)
Nice game. Graphics are well done, can support many individual animations, AIs are smart enough to be immune to 'farms' but just stupid enough not to blitz the hero. There are some abilities that are imbalanced, usually favoring the hero. I went through 4 times, trying different civs. The last time I decided to create a custom hero (DL from the site, it runs much faster) and go army-less. It was hard for the first 10 min. or so, but in the end I could defeat every champion and their army single-handedly. Once you've conquered most of the other civs, though, the game's pace slows and needs a booster like the Barbarians from the Civilization games.
Fun until you realize that the end actually is the end. It's a pity, because this game could definitely be epic (like it says in the misleading description) with 3-4 more hours of gameplay. One redeeming fact about this game is that you actually *can't* have everything. That warrants at least 2 or 3 playthroughs. And some of the missions were a little confusing. Good news though: Unless you programmed everything in the game to be strictly one-shot, it should be extremely easy to create many more solar systems and missions.
Pretty much the only thing nice in this entire game is the art and music. This is more like a high school senior final project than an actual game. 2/5
At first, an extremely confusing game. Could very much do with 3 or 4 levels of tutorials, not two. The cursor system is definitely the most annoying and confusing part. When placing a gravitational anomaly, it appears as though the anomaly will be centered *where you click,* not *the wall that the projectile hits.* And when the ceiling (wall? floor?) has almost no room next to it, it can make "aiming" incredibly difficult. And the keyboard movement controls also need a major overhaul. The movement being based off of character orientation objective to current gravity, it made it almost impossible to do anything while jumping through anomalies and it made it pretty difficult to tell which way you were going to go while on an oddly-angled wall. Plus the symmetricality of the character did not help one bit. This game is merely a limited, albeit shiny (but in this case, appearances lie very much) physics simulator with deathtraps. 2/5 max.
Nice, but rather old, concept. The physics need a major reboot, and the graphical execution is very poor indeed. Definitely needs a remake... this is only a beta if not even an alpha.