Lovely, the same weak concept, the same crappy graphics, now with a larger screen, a single crappy song, and no mute button. You DO know that the object of 1.2 versions is to make a game BETTER, right? You need to make it so that either A) The player can change the creeps' path or B) There are different creep paths to choose from. Also, try to find something instrumental for the BGM, the current song, "I Pleaded Out", it just doesn't work, for several reasons. 1/5
Moderately entertaining, but limited by its own simplicity. Would make an interesting basis for a training session in a Bond RPG. - - - - - - - - - - - - -
My Rating: 2/5
It's an interesting concept, but the execution needs work. While I like the idea of the upgrade shop, the fact that it does not come in after every level is a bit of a consistency problem. If that's by design, there should at least be a message telling the player how many more levels to go before the next shop. I'd also like to see the sprites reduced in size by about 20%, just so that the player can have a better idea of where one is navigating. A radar being part of the default equipment would be helpful, too. The graphics could have some highlights and texturing added to make them stand out more. Lastly, while the border around the playing field is nothing that interferes with the game, there's no rational explanation to it, which puts it at odds with the back story of the game. My rating: 3/5, with fervent hopes to see updates in the future.
Silly me, when I saw the title "Rapid Fire", I assumed that my character would actually have A RAPID-FIRE WEAPON. I won't be making THAT mistake again any time soon. The good news is that there is loads of room for improvement: weapon upgrades, walls/shields/armor, repair, more than one life (pleeeeeeeease!), increased character rate of fire. Letting the player choose when to fire, whether semiautomatic or autofire is the single greatest improvement this game could use. The bad news is as-is, this game has no way to go but up. My rating: 1/5.
There needs to be some serious debugging here. The +/- messages in the target field don't even begin to match how they affect your cumulative score. Also, if you're going to have background music, it shouldn't be as generic or out-of-place as what is found here. My rating: 2/5, with a hope to see some improvement.
Greeeeeeat, yet another Zuma clone. And if that weren't enough, it's one with crappier graphics, no English text in-game, and most likely stolen. 1/5, write your own games, you hack.
Here's the bottom line: IF you didn't develop the game yourself nor own the distribution rights to the game, you are not allowed to post it here. It is seen as copyright theft to post any game anywhere unless one of those 2 conditions are met. You might want to clue your "friends" in on that. 1/5
As others have mentioned it's like Kingdom of the Wind, but with an offense/invasion angle added to it, which makes a world of difference to my mind. The only thing I would advise is perhaps smoothing out the grammar and syntax in the in-game text. I do find it curious how the enemy tower is occasionally able to produce 5 units simultaneously, but this is either a minor bug or an instance of the computer cheating - as was mentioned in-game. 5/5, great work!
Having played the original Pac-Man when it first came out as an arcade game, I have to say I was somewhat disappointed by the way that you could miss pellets, despite walking along the same path as those pellets. I think the game would work much better if Pac-Man's path were more restricted, like in the original and the sequel. 2/5 for messing with the physics of a classic.
This game needs some manner of steering control, not to mention speed and braking controls. As it is, everything whips by too fast for any meaningful shots to be taken. 2/5
Ok this is weird. I'm able to play it once after reloading, but then I get "this version of ravine may not be accessed from your current url". It makes me wonder if perhaps this is a hacked/stolen version of the game. At any rate, until the bugs are worked out or it's proved to be stolen, 2/5.
The concept is interesting, but since the player has little to no control over powerups/powerdowns, it makes it more a game of luck than one of skill. For a shooter, this is not an ideal situation. 3/5
The look and sound of it are good, but that's about all that's good. Gameplay is hampered by an upgrade button that appears to be nothing more than plain text, there is ZERO ability to place towers mid-wave, and the options menu on the title screen gives you NOTHING. On top of all that, there's a bug where you can place towers outside the field and if you do so, towers of the same type won't respond when you click on them - instead, the out-of-play tower lights up, and that's the only one of that type you can get to do anything. 2/5 for nice sprites and a so-so soundtrack with really sorry execution and debugging.
A nice concept with nice art, but the lack of image quality control makes for painful slowdowns during busy action scenes. Also, the movement controls are sometimes prone to freezing up for a couple seconds. Overall, a good game that needs some fine-tuning to be better. 3/5
I love TD's, and I love creative twists on TD's even more. This game is very nearly the complete package for me. The only improvements I'd like to see are perhaps a larger overall screen, puzzle sprites about half the current size, an option to increase rows & columns on the puzzle side, and separate volume controls for sfx & music. Being able to upgrade individual towers would be nice, but not necessary, especially considering the shop feature. It would be nice to see an upgrade this tower feature in the shop - perhaps increasing the rune cost of the selected tower in exchange for a preset boost to range, speed, and/or damage. As it is, I've added it to my favorites list and give it 4/5.