Well, it was decent. Not super special, but plays pretty well. Had fun playing it at least, not something I can say for all the games I played for badges. :P Not gonna go all completionist on it though... didn't enjoy it enough for that. I like that the game has convenience features (the downgrade one star thing was a really nice touch). But I did have difficulties trying to pick out individual units and keeping track of hp bars in the giant clumps of units/mobs. Also couldn't get used to escape being deselect cause its just so far away... ended up accidentally moving units to places I never intended them to go. Pause at least made it less punishing.
Wow, this was much much better than I expected it to be. Challenging yet fair and enjoyable. Its not often I run into a game where I actually enjoy my completionistic tendencies. :P The auto targeting with focus fire was a really neat idea, letting me cast spells without sacrificing damage. And you can't just leave it on autofire, cause there's plenty of those units that'll make things so much harder if you don't take them out. And even the basic units remain quite viable at the end of the game (archer stun spam hehehehe). There's just so much in this game that takes the usual elements and changes it around so its actually less frustrating and more fun.
Ugh, the concept was nice and I was having fun up to the last level. Which apparently means cramped spaces and pixel precision in a game that cannot handle it well, especially with the ambiguous hitboxes. I've gotten impossible platformer badges that were less irritating than that level... The double R thing is also aggravating cause it counts pressing R right after death as a full level restart. Later levels I was actually waiting and/or intentionally dying so I wouldn't trigger that. White flash also really annoyed me in stages where you die milliseconds after spawning (I'm looking at you, sawblade columns in last room in last stage). All in all, generally enjoyable for most of the game, although I'm taking points off for that kind of ridiculous precision requirement. Anyone trying for the hard badge, fair warning, the last level is a gigantic difficulty spike.
I was pleasantly surprised by this series. Devs clearly understand the point-and-click type of game. No obtuse puzzle logic and pixel hunting, hooray! I really liked the games, but what I liked the most was the music selection and Gilbert's fourth wall shenanigans... especially with the wrong choices. :P One thing though, that end puzzle was kinda frustrating. I don't even know how I managed to finish it, but I did somehow.
Thank you for your kind words! *_* it's great to read comments like yours. Yes, we avoided pixel hunting and such, to avoid frustrating moments. About the last puzzle, many players found it a little hard, so we're sorry about that, we just wanted do give the player one last "hard" quest to solve to complete the game, like a "final boss" :D We're glad you liked it anyway. Thank you again and keep having fun!
Simplistic and feels more like a trial run than anything else, but I guess it does what it was going for. I won't be too hard on it seeing its a time limited personal challenge thing, but this concept could be quite interesting given a bit more.
Unexpectedly hilarious. Especially when you pick the weird options. I especially am amused by how there is one option there whose only purpose is to make you lose (and watch the losing cutscene). The style definitely draws a lot from Phoenix Wright :P
Fun once you figure out all the stuff the game doesn't tell you, like how the towers work and what they're best against... game spends a lot of time dumping military info instead. Had to go look at comments to actually find out. Balance issues with the towers too, some of the variants are completely worthless... *looks at javelin and sniper*
I see this mediocre grindfest series has taken the next logical step and gone to cheapass MMO tactics, with rampant microtransactions, pvp, and limited resources where you can mess up spending and be screwed over. Amazing, the standard has actually managed to go lower. I don't know where people get the idea that the dev is different, cause the guy is still in charge of the company that's making these now... It really shows.
Well, all the stages can be solved with the same logic. UI covers part of the play area and the flowing mechanics trapped some stray colours behind other colours sometimes. Guess its a good thing its so short.
Ugh, making the controls fiddlier is a very cheap method of "difficulty". Otherwise you mostly just do the same thing for a bazillion levels to solve the puzzles, half the time I didn't even really know (or needed to know) what I was making.
To be continued... heh, a thoroughly average game through and through. Don't kid yourself, this kind of gameplay isn't particularly new or fresh. At least its mildly brain-dead entertainment and not actively aggravating like several other badged games. Needed to grind some but not excessively.
Man, the later stages are just long and drawn out. Gets really annoying if you fail with the later gravity swapping stages when you have to make stockpiles. Game went from relaxing to tedious right around there.
You know, I was expecting another standard bullet hell game but the different mechanics made it quite interesting. Lot of it was just getting better gear to DPS down bosses though :P
Not my type of game, but I can still tell its pretty well-made. Had some fun with it, but trying to play on heavenly will probably slaughter me. I'll find out later. :P
Ah, had a lot of fun with this. A bit disappointed there isn't a 100% completion extra thingus... but that I did it anyway says a lot about how much I enjoyed the game. :P I especially love the secrets, hahah.
TDs arent really my thing nowadays, and it starts slow, but its pretty fun once you get beyond a certain point. The enrage thing really makes all the difference. :P Atmosphere is fantastically eerie, with the music and especially with the forgotten... even when I was expecting her I still got a jump. Regarding the pouch, well... some pretty good gem skills are put behind it but you don't need it to obliterate the regular game. I'd honestly tell people to go buy the steam version rather than get the pouch though.
Short, but I liked it! The killing yourself on lasers to disable them thing was really fun. Double jump can be a bit touchy though, and I thought I'd end up seeing more stuff than lasers - I really thought I'd see the saws again. :P
All the aggravating random logic and irritating trial-and-error as is usual from the series, now with microtransactions! Pay to not get irritated! No thanks.
Thank you for your kind words! *_* it's great to read comments like yours. Yes, we avoided pixel hunting and such, to avoid frustrating moments. About the last puzzle, many players found it a little hard, so we're sorry about that, we just wanted do give the player one last "hard" quest to solve to complete the game, like a "final boss" :D We're glad you liked it anyway. Thank you again and keep having fun!