Like all the other Reincarnation games, it's too fussy about the spot you hit (on my mobile, GSII), making it easy to miss that you can interact with something.
I died on round 4 or 5 of the first level because I simply couldn't escape from the teleporting zombies. Then the game wants to charge me *real money* to continue from where I died?! Screw you, greedy developer.
Nice artwork, but there are far too many occasions when the numbers don't stand out enough from the background to be visible even when highlighted, and when parts of the image look like numbers but aren't.
I love old-school platform games, and can't stand this (or the prequel) :/ The controls are imprecise, momentum is completely over the top, and control is everything in a platform game. On top of that, the music is repetitive and irritating. Give me something like Super Mario World and I'll be overjoyed; give me something like this and I just want to shout at the screen.
I really like this game. I must do otherwise I wouldn't still be up playing it at 4am.... One complaint, though: getting the diamond awards seems to be mostly about being lucky with the aliens, because acid on the floor will either slow you down (so you fail) or hurt you (so you fail). OK, so you can use the shield to get over a puddle, but you're pretty likely to get another puddle before the shield cooldown expires.
You have several solutions against the acid puddles : the shield + nanolongevity, the flamethrower and Pierce's explosive bombs remove the acid puddles. Using those 3 skills, we never failed to get a diamond award during the tests as far as we're concerned.
I shouldn't have to set the position of my catapult every time I retry. The energy ball launching control system is a bit fiddly (why do I have to put my mouse over the catapult at all?) Power-ups are way too random, a lucky power-up can make an otherwise tough level very easy. The difficulty curve seems way off, some levels are much harder than the ones that follow them, and some seem to depend on luck too much (struggling with level 20 right now). The nature of the collisions and bounces mean that many levels where you need to avoid collisions or destroy everything can be lost simply because of bad luck.
There's a nice idea here, and things I want to like about this game, but it's a tough one to love....
What happened between levels 5 and 6?! Level 5, no problem, like the levels before it, pretty easy. Level 6... nope, not a chance. Am I supposed to grind the previous levels to level up my heroes...? At level 6, that doesn't feel like what you expect from a balanced game. Lots of good stuff here, just doesn't quite seem to gel for me.
Almost entirely awesome, one small gripe: shots missing. Why does this need to happen, what point does it serve in the game? Particularly early in a level, when you only have a few units deployed, a couple of misses in a row can make the difference between a perfect run and losing a bull.
Best mobile one of these I've played. Controls are still a bit fiddly on my Galaxy S II, though, and there are odd inconsistencies in navigation (some doors you tap to go through, others you need to use the arrows).
You have several solutions against the acid puddles : the shield + nanolongevity, the flamethrower and Pierce's explosive bombs remove the acid puddles. Using those 3 skills, we never failed to get a diamond award during the tests as far as we're concerned.