The game is fine for what it is. Nothing that original, but pretty well done. But I can't stress this enough for anyone making a game with levels like this...Allow players to Restart a level with the R key as well as clicking on the Restart button. It is a simple addition that makes the game SO much better.
I liked it, but things could have progressed faster. Going through 4-5 times before getting anything new other than some new designs did get kinda boring after awhile. I realize there are only so many weapons to make, so you don't want to make it too short a game, but I just started to not see any real payoff for my work after awhile and it felt more like work than fun.
Is it just my keyboard or were the controls REALLY frustrating. I would try to move one space and it would move two spaces. Or sometimes none if I tapped my arrow key to prevent the double move. I can't count how many times I got stuck on a magnet because of the double move.
It's easy to overshoot the mark when moving from tile to tile. You can undo your moves using the U key if you overshoot. It'd be better to minimise this effect in the first place though by allowing the player to move around within each square a little. I currently don't have plans to tweak this game any further though.
I understand with the added twist of needing to move boxes, there was a need to deviate from the usual (and best) control method which is that you click FARTHER from the ball to give it more power. However, making you go really close was a bad way to do it. A much better way would be to allow players to click close to the ball to activate that, and then pull back. The way it is was just ridiculous since if you moved even the tiniest bit, the direction changed drastically.
Is it just me, or is this game REALlY hard? By just the second race, you have to be practically perfrect (on the very narrow track) or else you have no chance whatsoever. I even WAS pretty much perfect and still came in just 4th.
Puzzles are fine...but adding unnecessarily bad controls for those puzzles is just annoying. I never thought slider puzzles could be less fun than they already are. But thenI discovered this game whre you have to walk over tiles, and god forbid if you miscalculate your jump's landing and land on the wrong control and you have to go back and move it back and then try again. The worst part is, the game would have worked just as well if they just let you control those puzzles normally. with your mouse or whatever. Maybe even have the player stand in a control box or something and as long as you are in that area, your arrow keys don't move the player but only moves the puzzle pieces.
I found quite a few bugs that make this unplayable. For example, suddenly on the Pit level, the screen wouldn't scroll downward, and I also couldn't get out if I went up the tube. Had to reload to be able to play again. Also, the game slows down to a crawl pretty fast, and my computer it not really THAT slow.
This game is definitely named correctly. Playing it really just felt like a grind. No real skill. And having skill really wouldn't make a difference once those laser ships targeted you. At that point it was just get as much money as possible. The screen was so cluttered that actually trying to maneuver was pointless. There was simply no way to avoid the lasers and all the cluster bombs coming at you. And then the boss...why have the ability to take out its side weapons if they just come back? Good graphics, but I hate to say it..one of the weaker upgrade/shooting games.
The game got a little easy toward the later levels when I realized (after the tall guy in the soccer outfit that kicked your guys) that having dozens of mice to take all the punishment while a couple dragons or rhinos (and your mace) did all the damage made the levels easy.
It was a pretty fun game. Nothing to make it stand out from others in the genre, but playable and fun. The requirement of a perfect round in order to get a 1.5 multiplier is a little ridiculous though. There is just no way you can get thatafter the second round or so, unless you are going back to replay earlier rounds after. If you want to give multipliers, ther should be some intermediate ones, like 1.25 for 80% left. Or maybe 80% if you did get hit during the round but regenerated back up to 100%.
Also..the poison mace is pretty much useless since it can't kill the enemy outright. It menas you can really only use it on one enemy at at time since the poison bubble will always hit the enemy out front. It should either be able to kill the enemy, or it should have a "smart" bubble that seeks out the next available unpoinsoned enemy. Of course, if it did this, it should cost more mana to use, but this is still better that wasting a mace spot on something you can use only once and than have to wait until that guy is killed before using it again.
Unless I am missing someting, Stage 15 on the third map seems unreasonable hard. I have ven gone back and redone finished campaigns quite a bit (way more than the average person would) so I am leveled up morethan most people would be at that point. Yet it still is all about the luck of what comes out...and so far, after a few dozen attempts, I simply have not been given the right weapons to win. There have been several times where the weapons I was given early on were so useless that I died within 10 seconds...I really want o play this al the way through, but this level may be my last becuase it took an otherwise fun game and made it not fun. Difficult is fine. Impossible is not, and right now this is impossible.
Pretty fun game. Nothing all that special to make it stand out from others, but still fun. One criticism...when you die, it takes WAYYYYYYY too long to be able to start up again. The unskippable slow motion death animation adds insult to injury and gets a big annoying.
The game was OK, I guess. Not great. And certainly not good enough to sit through..what, like 5 or 6 intro screens that had to load? Sure...I know you want to take credit for writing, and producing the game...but do it all one one screen. Making us sit through 6 of them is not going to make us pay attnetion to your names any more. It just means I will never go back and play this game again
This game kept me up wayyyyy too late one night. My only complaint with it was the detonations were oo slow. It'd be nice if you could speed them up. I felt like half my game time was watching the 15 detonations per round.
It is a fun enough puzzle game, but it is backwards! The original spinning cog should be the one attached to the windmill. The whole point of a windmill is to create movement in a cog in order to power something else. This game depicts a mini-golf hole windmill that is powered by electricity or something.
It's easy to overshoot the mark when moving from tile to tile. You can undo your moves using the U key if you overshoot. It'd be better to minimise this effect in the first place though by allowing the player to move around within each square a little. I currently don't have plans to tweak this game any further though.