The play strikes me as depending more on luck of placement than on skill. For instance, where is the skill in happening to be on the correct side of a game-ending barrier? Also, some placements demand that I step into the jaws of the line monster, which snap shut before I have a chance to back out.
I want an option for a better font and size; I'd prefer 2 points larger and something with serifs.
Make the words precede the monsters, rather than being below them. Some monsters are nearly in attack range before I can read the word.
Give higher point proportions fro the more difficult levels, so the high scores balance out. A competent master should outscore any dabbler, and be so far above an apprentice as to permit no contest.
Activate the typing window by the time the monster appears: several times, I typed the first monster of a new wave, only to have him keep coming because the first letter or two didn't register.
Don't hide the text with your game-based graphics. It's quite annoying to have keys hiding words, or to have the "new level" splash come across just as I'm trying to read the names of the two monsters charging in.
Identical cursor placement does not yield identical scores: I tried leaving my mouse in place and simply clicking again with the pad's button, and the elf went elsewhere. With so little room for error in the higher levels, I need consistent munitions.
For those who want to play on, how about paying for extra play time with points, instead of limiting the number of failures? That way, we can build up points on the good rounds, or even on a replay, and use those to extend the play.
Finally, it would be nice to have a practice range, so we're not handling each level cold.
Cute idea, but needs refinement. First of all, get a full dictionary. We logophiles are quickly turned off when our favorite "escape" words are deemed illegal. I even got busted for "preening", a form of an acceptable root word.
Second, give us some control over which letters are shot. I've used something like 8 'e's now, and haven't been able to remove the one at the far left, piling up an annoyingly unbalanced stack of letters.
Third, I almost killed the game on the first two words due to slow response: I thought it wasn't working at all!
2/5, but with a potential for a strong 3, perhaps a 4.
Not for me. First level easy enough, but I had to get kitty to the eyeball something like six times before I could get it to munch out on the second screen. "Play and learn" is fine, but not when the mechanics don't seem to relate to the experience of prior levels.
SO CLOSE ...
Final map, the last 3 waves of creeps are on the screen, and 2 of the wave 73 creeps got through to the end, draining the last of my lives. Waaaah!
I have trouble with the 3xspeed, too. It depends on the amount of action on the screen -- once I get to a certain point, the speed increase is useless. Other times, it just seems to hang at 1x, and I have to either cycle through slowly a few times (to make sure that the software registers the change) or -- shudder -- restart the level.
mnedington, use the search box in the upper-right of the page to look for "mushroom revolution". You'll find several good sites on strategies and tactics. I assume that's what you need, since the basic mechanics are in the instructions, no?
I gave up after about a dozen tries at the bottom cave, maybe a minute into the game. Two bats and one of those #2 things. Can't get the controls to go fast enough to jump and shoot a bat so I can vault over the #2 on the next move. Any hints for that spot?
Bodock, I think you have Orpheus in mind. There's a cute send-up of the story in which Eurydice and Orpheus are only going through the motions; she helps Hades trick her husband, and he takes the excuse to look back and let her go to the lover she really wants. My favorite part is when Jupiter blows his stack a shouts "G-- D--- It! Oh! That's *me*!"
Maybe someone can help me with my problem: Once in a while, I get a bunny right in the crosshairs, click to fire, ... and miss. This can happen 2-3 times, and it's really annoying with the flying bunnies.
Any idea what's going on? It's not lag: I dropped to low graphics, and it still happens.
Logganator: there are lots of good hints on the "walkthrough" page (upper-right button). To kill Magic Bunny, shoot the glowing balls he sends at the pub. 2-3 shotgun blasts will send them back at him, dissolving his shield for a few seconds. *That* is when you hit him with th grenade. While the shield is up, he's invulnerable.
I'm not sure what the controls are doing. I can have me hands off the arrow buttons entirely, and the dino still moves, usually opposite my last command. Another time, I bought a brand-new jet-pack, and it came in an overheated state. ??? Also, the graphics are jerky. I know my machine is almost a year old, but I think that's a little ... ungracious.
I agree: that 3-minute wait while the blue team moves is incomprehensible. What is taking so long after blue has completed all his moves? Still, I'm giving this 5/5 stars.