Cool idea, poor execution. The target areas are so small that you can easily mis-click, and the differences aren't randomized so there's no replay value.
Decent implementation of a board game. Instructions should let you click to advance the screen, doing it on a timer makes it too long in some parts and too short in others. Also, needing to land exactly on the base instead of just passing it is annoying. It's probably part of the board game rules, but it adds a lot of luck to winning what should be a strategy game (if one player takes 5 turns to roll the right number and the other player rolls it on the first turn, say).
Nice game. Single player is lame because the computer mirrors your deck so you can't beat the cheating mode by building better decks, but multiplayer is nice. Needs a better way to seek matches, though. Right now you have to challenge everyone one at a time to find someone who's not busy. Would be 4/5 if it had a "seek match" and ratings like chess, but 3/5 as is.
It's OK, like an SNES game from the 90s. Good points: Hold down attack button to attack instead of pressing for each punch. Bad points: Upgrades should always tell how many points they require. And running is kind of touchy, sometimes you doubleclick right and he runs for a second then stops.
OK game. Controls get in the way. Every time a marine shoots an enemy, he forgets where he was going, so you have to constantly tell marines to advance.
Nice start of a game, overly simple execution. Upgrades system gives no reward for doing well. You just get 1 upgrade per level, instead of spending points to upgrade. Also it's not clear what upgrades do. Is it ball speed or reload speed? What's the point of power, everything dies in 1 shot anyway? 3/5
Very cool. Love RPGs with a minigame for the battle like puzzle quest. One annoying item: After each point, the ball starts in the middle of the board, so you have only a short time to return it. Maybe a countdown before launching the next ball?
Neat idea, thought I would like the game, but it's just missing something. I think the screen is too small and the tanks are too big, so it's more about reacting and getting lucky that tanks are close together than it is about planning. See colourpod 2 for 4-star similar kind of game.
You got traffic lights wrong. You made one street always have a green, and the other either goes or doesn't. That's not how traffic lights work. If you're going to borrow a metaphor, get it right.