i like the game, but playing to 600 seconds is maddening (577 and 536 here...) I eventually tried juggling the first of the 'boss' meteors, and, while it is boring as anything, this does appear to be a viable strategy for getting the badge without too much trouble. The difficulty actually seemed to come in avoiding getting turrets. The turrets themselves rarely seem to help and usually wind up killing me anyway, but against the boss, it's almost impossible to keep the thing in one spot with a turret firing wildly. I didn't quite get the badge that way because of one (a turret), but I think that after a couple of (extraordinarily boring) tries I could.
This would be better if you earned bonus points for time left over rather than game over. It would be good to be able to orient the bouncers in whatever direction you wanted them, rather than just at 45 degrees upward. I love this class of games!
the scrolling instructions are not a good feature. the game has some promise, but as it is, it seems like i'd have to play for an awfully long time before it became challenging, and it's just not fun enough to do that. the cursor also jumps over stars quite a lot, shooting them in the opposite direction from where you want them to go.
Agreed, it looks just like particles, the rules are just like particles... It's rather a similar game, dontcha think? The shaded regions are an interesting idea, but it would be nice to know what they are actually supposed to do (all they seem to do is shake my guy around a bit...)
this game is far too easy, juggling makes you immortal without even trying because the waves only come out when you tell them to do so. i like having the sound on, but the squeaky writing noise was too much for me... 3/5
as per earlier comments, i do like this game, but the gameplay is really repetitive and i'm not in the mood to get through 50 levels of this for the hard badge tonight... i have yet to come across a level that couldn't just be thought through with some basic logic and understanding of how the pieces must lie on the board. i love that the puzzles are random for each level. no walkthrough ftw! (of course, the downside is that none of them are particularly beautiful when solved, and things like symmetry can't be exploited to speed things up...)
would be a 5/5 if there were a way to mark pieces that had been adjusted (perhaps a 3 color system even, for pieces that are certain, pieces that have been adjusted, and pieces that have not yet been touched.) I often find myself assuming that randomly oriented areas of the map that happen to join together were actually put in place intentionally and win up building off of them (incorrectly.)
there seems to be a lot of unpleasantness in the comments, but i like it. the new weapons are certainly interesting, and the upgrade trees add to the replayability of the game. i also don't seem to be hitting any of the bugs mentioned, so that could be the difference. 5/5
beautiful beautiful beautiful game, it's just no fun to play. is there any way to lose, or is the badge just there to reward people for suffering through the whole thing?
as repeatedly mentioned, but just so it stays toward the front of comments (for the next 10 minutes anyway) 1. On the anchor level, throw the blue plankton into the volcano on the lower left side. Only plant yellow and orange polyps and you won't have to worry about catching yellows to throw back in to make red. 2. On the next level (anchor chain, barrel of poison below.) Plankton spawns REALLY slowly, click the giant clams at the bottom and they spew plankton. Watch which direction each spits, and plant polyps accordingly.
Played this one when it first hit kong and loved it (5/5) and was sooo glad it got badges. 173 commands! Too bad the high scores are getting hacked so completely.
Groceryfiend: Functions are a set of instructions that are usually (though not necessarily) repeated in a program. In this game, suppose you had to jump up a flight of 4 stairs and turn each step blue. You could program it to jump-light-jump-light-jump-light-jump-light (8 commands in the main method.) Alternatively, you could program F1 to be jump-light, then program the main method as F1-F1-F1-F1. The game runs F1 (jump-light), returns to the main method for the next step, runs the function again, etc. That would be 6 total commands.
while i'm sure, sadly enough, that there are some folks who would play this game, perhaps actually including the high scores api would have been a nice idea.
wow... not a bad point and click game for a little kid, not exactly your normal Kong fare. nice graphics, good sound setup (spoken hints are a nice feature.) the pick up utility should also assume that you want to walk to the item to pick up, rather than having to do one then the other each time. mr. ray is also the slowest creature in the known universe.
fantastic game 5/5! (there was a problem when i finished U-Bend, the game didn't do anything, just bubbles like normal, then it stuck there...) unpossible made me think pretty hard, but i got it eventually, with a fairly simple solution... U-Bend was a little disappointing as a finisher, i got it on my first try...
decent game, though i'm not sure how much the idea of tactics really falls into it... you pretty much throw out whatever monsters you can and hope that you get more/stronger monsters than the opponent. i suppose on the deck creation end of things there are tactics, but in game, not so much. still, the game does what it advertises, and the art is nice. 4/5