Why don't the unsupported cards fall? This is the most glaring flaw of the game. At the very least, they should stay put until cards under neath them are in a position to push them. 1/5 until developed further.
Pointless and boring. A waste of bandwidth. Kudos if your high school programming teacher gave you an "A" on this project, you really fooled him into thinking you knew something. 1/5
Nice tunes and concept, but I personally loathe these types of games. They always lag, the parameters for proper timing are too unforgiving, and they never have a simple mouse command interface. 2/5
Is this developer colorblind? Seriously, this game gave me a headache just from looking at it. I thought I was viewing outtakes from a meeting of the Lawrence Welk Show's costume department. Somebody let me know when the colors have been adjusted to something less nauseating. 1/5
Very innovative, very simple. I personally like how polite the preloader is, but that's a personal preference, I guess. Very well done for what it tries to accomplish. 4/5
I fail to see any point to this. For noobs, it will be incomprehensible, while it's an exceedingly common pattern to the rest of us. Please sharpen your wit. 1/5
It has potential, but the ratios between creep HP, cash gained, and upgrade damage are a bit off. Especially distressing is the divergent curve between enemy HP and cash rewards, as this makes it impossible to beat even the "easy" level without a walkthrough. Please fix this. 2/5
A nice idea where the graphics, unfortunately, out pace gameplay and move variety. It's either a start to a very good game or the end of a very boring one. As is, 1/5.
This looks remarkably similar to Blue Custom, which raises the question of why the name change, since they're from the same developer. Not a bad game, though. 4/5