This game is actually better than the sequel because the visuals are less cluttered...slightly. And they're basically just the same thing with the enemies and main character being different colors and this game having more background/tiles diversity.
This game is basically unplayable. It's got that crazy window-sliders-within-a-window thing going on for no reason (seriously, Flash has been able to scale graphics to fit a window since basically forever so there's no reason to force a specific resolution on players of different screen sizes). The controls are never explained. I accidentally made my character walk offscreen, unable to return forever while trying to adjust the window so I could see what was going on. Did you test this thing on more than a single device?
Nice try, but you made Sonic a bit too fast as odd as that my sound. Reduce his topspeed by about 25-50%, remove the run button, and have the speed build up through gradual acceleration and you'll have something.
I don't think there are any ill consequences of the fruit of youth. Murder run is the only one where I didn't take it, and I can't imagine the heroic triumph ending being any better than it was by not taking it.
First upgrade. "5 coins per hit" - looks pitiful, but wait a couple minutes for money to fill. Buy upgrade; status clearly shows "4 coins per hit", half the size upgrade was advertised as. I want my $175 and five minutes of my time back.
Some thoughts: The different difficulty levels should either count as different numbers of victory or give different numbers of tokens upon completion because as it is there's no incentive or risk to picking the easy-peasy East Gate every time. There should be a way to sell back towers you don't want anymore (perhaps for half or even a quarter of their buy price). Beating a level without getting hurt should either give more tokens or more victories. The golem boss still counts as only one enemy and thus detracts only 1 HP when he crosses the threshold; the boss level is literally impossible to lose even if you don't put any towers down and gives the same rewards. Upgrades would be nice, a small increase in tower variety would be nicer, neither would be necessary. The display for wave number, HP, money, and towers should be always onscreen instead of a menu that slides out.
A tower defense game where the seventh level suddenly takes away my ability to have towers, forcing me to rely on the clunky spell-drawing system...can't beat level 7, but was having fun until I got there.
This game is stupidly hard and doesn't really explain how you're supposed to control it. Nor are the controls intuitively learnable. It's basically just luck.
Wait a minute I remember this game...this is the exact same Crush the Castle but with even worse levels!
Is it even mathematically feasible to get past two stars? All they do by this point is ask for more elevators and the hotel is already half elevator shaft.
These Fancy Pants Adventure games still amaze me with how good of controls and how fluid of animations they have. For some reason most flash-built platformers are super clunky and awkward to play.
Great presentation in terms of sounds and graphics, and the controls feel nice. The level design looks good for what it's trying to be, it's just not my cup of tea.
This is one of the only games I've tried to play on this site where even after clicking inside the game window the arrow keys continue to move my view around the rest of the page...
This game sucks. Even aside from the pointless use of the Minion replacing Mario, the graphical style does not mesh well at all, the hit detection is iffy, and there's a serious dearth of powerups.