Meh. Seems like the collision area of the bombs is way bigger than the bomb graphic. Oh yeah, you should mention that you will die if you run into the buildings.
Gah! Seemed pretty interesting and I enjoyed exploring what I could and could not do...and dying seemed like a reasonable set-back, (simply start the level over). Then I died and it was Game Over...and just before I was about to evolve. Not worth starting over. The designer should address the reason behind the limited lives as it severely limits repeat gameplay.
Very difficult. My patience couldn't overcome the second level. When I did get past the stuff I was struggling on, I flipped it a short distance later and had to start again...that part is frustrating. The physics and controls are great. I think there's a great central game here...but the levels should be reworked.
It would be cool if when you clicked on the ball it actually went back up in the air. I'm not sure why the dead-on hits are counted as misses...maybe it's on my end.
Who knew building sand castles could be so complicated and difficult? Fun concept, though. Could use a little more of an arcade feel and a little less of a "frantically clicking" feel.
I agree. It could use a little something extra...another gimmick. The pieces coming in from the sides is not really that compelling because there are so few colors that setting up for a big combo isn't an issue. Collecting gems of a particular color is cool but when it simply cycles through without any kind of reward, it falls a bit flat.
Few things I think that would make this more fun. 1) The tracks are too tight and "nit-picky." Longer, wider, faster tracks would simply be more fun...even if perhaps not as challenging. 2) The controls are very difficult. The acceleration is massive but reverse (or brakes) are soft. The air control is equally weird...too unresponsive at first then suddenly much too whippy. 3) What's the money for?
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I'd like to see the factory controls along the top instead of arrayed around the building. Most of the action is happening out in the battlefield but I can't watch because I'm busy buying upgrades as soon as I can. That was the only downside to an otherwise interesting game.
Likes: The speed and pace of the levels. The maps, more or less...particularly the use of water. Elements of the interface. Dislikes: Some portions of the interface weren't intuitive. The tech tree is more like a shrub, (but understandable if this was a school project). No story narrative at all. Unclear principles...like purchasing power. Game imbalance issues, (the torch is much better than the lighthouse...which doesn't seem right).
Production values are great. Gameplay is a bit shallow and light for my taste. Of the two ways to kill an invader, flick up into the sky or grab-and-slam, the slamming method is far better.
Level 15 gives you the 4th upgrade for your towers. Level 16 gives you an extra 50 gold at the beginning of each level. Maybe level 17 gives you the Crossroads map. (Getting extra starting gold is pretty lame because I've totalled out all the levels already so I'm just grinding XP...would have liked something more fun than extra gold.)
By "repair" you mean "damage," right? I'd like some better indication of the upgrades; it's a lot of money to upgrade a gun for a .03s speed increase in some cases. What causes the towers to be damaged? I'd also like some better description of the towers...which ones can hit Air, which have splash, etc.
Pretty good! The sense of motion of the plane is nice. I was a bit confused at a few points. Apparently I can climb at an even speed and at any angle. That's kind of weird for an airplane sim...no stalls? Up to the level 7 or 8 that I played, the sun wasn't a factor; again, that seems a bit weird for a dogfighting sim. The last confusing thing was the lack of a throttle...there's no speed control. Even if this is a very light dogfighting game it's still fun. (I'd like to restart at the level I died on rather than at the checkpoint...in fact, what's the point of limited lives?)