Great production values, top-notch artwork and level design, and apparently flawless programming (except for perhaps the exploit posted in the comments). My only criticism is that it's so good that I would have enjoyed other game modes, (race, stunts, trials, and additional vehicles for example) and more levels.
In the instructions is claims that you can retry the level by hitting space. However, space does nothing and should be fixed...PARTICULARLY because restarting is so common.
I think this may be the new gold standard for endless zombie shooters. However, it is a bit shallow...once you've unlocked the chainsaw and the last dog, there's not much more to strive for. (That is, if that's what motivates you.) Love the style and excellent production values. I also appreciate a game that appears to be free of any technical glitches or anomalies. Three thumbs up!
The game needs balance. Perhaps the first few levels are wider and faster. I agree with others that the bike's center of gravity is too high and that the balance is too dynamic. If the bike were more stable it would be MUCH more fun. Also, I'd clean up your level graphics (if you do any more work on it) so that the actual collision vector is more obvious...sometimes it was a pretty fuzzy. Checkpoints would be preferable to starting from the beginning. Please revise this game; I'm looking forward to playing a cleaner version.
The art and ambiance is terrific but I got stuck with the puzzles almost immediately. One of the problems with science-fiction logic puzzlers is that most of the devices will be unfamiliar to the player. Experimentation is the main method for figuring stuff out...which tends to make more sense AFTER it's solved than before. Because of this quality, I think sci-fi themed games should be slightly easier than "realistic" environments. Because of the difficulty and lack of immediately clear challenges, I'm less inclined to recommend this game.
The game plays more like a late beta...not fully developed but the core play mechanic is solid. Needs depth...objectives, interesting rhythm, something more.
I agree with other comments about the first flying wave. It needs work. The graphics and UI are superb...better than most TDs. I enjoy the theme, too. I can understand it; medieval dudes are cool. However, the game could use a little more instruction in terms of the various tower abilities and enemy powers/resistances. Even some kind of roll-over tips that you can turn off would be helpful. It seems like 1 level of upgrade simply isn't enough...or maybe there are more that I didn't see because the mach-9 flyer prevented me from seeing more of the game.
(Oh, and "easy" should be easy.)
Kind of fun for a game featuring a familiar physics challenge. It's a bit of a disservice to the game to employ a current-affairs theme. (I typically avoid "election" games and the like, probably like many casual gamers.)
Pretty simple, fun, easy to play. The only issue I encountered was that I couldn't grab the last gem. So here I am on day 20,000 and still killing weenie monsters. Other than that, fun!
Pretty good but I felt that the flavor got in the way of the mechanics in some cases, particularly the "tower" descriptions and abilities. I think some of the features could be grouped together where you would expect to find things...like moving the game speed button down by "send next wave." (Logic: If someone is sending the next wave, perhaps the game is moving too slowly for them.) The little wall pieces were tedious to place...would have liked something smoother...plus at some point I couldn't place any more. I wish the limitation, if intentional, would have been spelled out earlier.
Overall though it's a real solid production.
Yeah, it's good! 7 levels doesn't quite seem like enough. Also, matching 3 crystals seems pretty difficult...I'd like it to be a little easier. (Never got it to happen.) Overall, pretty good for a match 3!
Fun and good production values. The illustrations are cool, too. I thought the players on the board seemed a bit small and would like a little more "impact" when I placed a dude. Also, (and I understand this is a big task), being victorious then getting unceremoniously dumped back on the "new game" screen was kind of a let-down. I'd love to see a campaign of sorts with different boards and difficulties. You know...some game depth.