The mechanics of the game are rather... odd. But, I love it. Great to see a new, refreshing idea; albeit it a quirky one, grace the masses. Being a huge fan of 2D shooters, I welcome any game and Gunball Reloaded, with its different, directional guns/swords is very welcome in the current plethora of idle games. Also, the upgrade, skill and quest system involved are rather enjoyable. Kudos.
Typically not a fan of 'Idle' games, but this one has a sufficient amount of little things to do every once in a while to keep the user a bit more active than most; so good job.
This game is so absolutely, disgustingly retro that one can not help but love it. It's a refreshing, nostalgic blast from the pioneering RPG's that is so needed these days. Much Kudos!
Brilliantly difficult, but addictive puzzle game. Will either keep me entertained or annoyed for hours to come. Very nice work. Glad you posted this in the Programming Forums, or I might have missed this gem.
I'm glad you like it so far! If you want to see more, please watch the project, let your friends know that such a game exists, and if you feel it's really a deserving project, consider getting the complete version and posting some awesome puzzles! (I would love to continue working on it, but I kind of need a strong community to back it.)
I must say; absolutely remarkable work outside of a studio. It is very rare to see this magnificence by a sole person Jace. This work is truly above any single talent, and though I have only started in a conquest in this game, it promises much more. The story is well thought out, the graphics seem that beyond any single man and the 3D world you have created is obnoxiously brilliant. I can not give better prais3e to such a masterpiece. Kudos again and again.
Definately not bad for a one day game. Could definately be expanded into so much more. Flash could always use some new word games, and as you already have a solid framework, just expand the list, level progression and you're all set. Kudos mate.
Not bad for such a simple clicking game, really surpassed what I expected to find when I played it. Oddly kept me occupied for a good while; although I think my IQ dropped by spending over 30 minutes clicking a button...
Albeit on the more casual of games I rather enjoyed my time with this one. Points for style on this rarer of game genres, nice work with the 3D field on the later levels (see folks, you don't need Unity). Kudos; I look forward to more of your work.
...Don't get the cat though...
An absolutely excellent expansion over the first. Solid layout of unlock-ables, upgrades, maps, etc. provided countless hours of amusement for a TD lover and others alike. Been eagerly awaiting it to hit Kong, but the only thing missing is the API. Kudos as always Hero Interactive.
Not a bad game, nice casting system, but could use improvement. Better instructions would be nice (though simple enough to figure out), some enemies seem resistant to a certain type of attack and there is no way of knowing this until you cast it and see that it barely hurts them (although this could just be an aspect of the game), and explaining that you cannot finish casting a spell until the red outline on the casting sphere is gone would be nice. Also, the game doesn't save your progress and must restart if you leave, but I seemed to retain my artifact purchased. And as many games seem to lack anymore, a storyline would be nice; however simple it may be. And a few bugs: the 'Scythe of Death' achievement can not be obtained, and it seems that the 'Unstoppable' one cannot be either (unless it is successful attacks in a row or in the same battle). But, the battle concept is rather nice, and is a solid start that could be expanded into something truly wonderful.
Rather nice improvement of your typical Match-3 game; solid graphics (love the topological look of the map) and game-play, but could definitely be improved. As Mistermind said, the upgrading in being allowed different modules can sometimes work against you; perhaps an upgrade or selection to allow only certain blocks (with a minimum to prevent being too easy) might be a good idea. But more so, I would like the viewable area to be greater (even if you can not place bricks to the end of the screen) so that you may see incoming enemies and utilize your additional powers against them. Overall though, nice work, keep it up.
Nice work on creating a new variant of the typical rhythm/music game (though I am biased against them), it was refreshing to see something new. But, damn man; start off with something a bit simpler as a first song so folks can get used to it!!! Also, it would bee nice to see more stats included in the API (like score per song perhaps, but haven't played through, so don't know if this would be an insane thing). Finally, when notes overlap, it is EXTREMELY too hard to tell when to hit to get a perfect timing. Needs some work, but again, like the different take on the genre.
Not a bad game at all, but extremely easy if you want to sit idle and grind for a while. Needs a balancing aspect to make it challenging; which it should be. You could grid away in practice, level up, get better gear, etc and makes the rest of the the gae easy as spreading butter (granted there are some users on Kong whom can't spread butter), but there needs to be more of a challenge.
I'm glad you like it so far! If you want to see more, please watch the project, let your friends know that such a game exists, and if you feel it's really a deserving project, consider getting the complete version and posting some awesome puzzles! (I would love to continue working on it, but I kind of need a strong community to back it.)