It's a great concept, nice clean gameplay, but doesn't really change at in any rewarding or substantial way after you clear a level. I was sort of hoping for different shapes, multiple hubs, or something like that. A score bonus doesn't really compel me when playing on Kong doesn't even save high scores.
It's not a bad idea but has narrow appeal. People who like slide puzzles will be very interested...for those of us who don't, it falls a little short. I like the theme and overall appearance.
I've got 10 Brilliant and 5 Excellent awards and feel like I've fully played the game. There are only a few small things I'd like to see implemented in the INEVITABLE expansion. • Hotkey for Fireball. • Remove the ornamental bar on the wave roster. (It was the only "funny" thing in the UI. The heavy bar should be above or below the group, not through it.) ••• I thoroughly enjoyed this game and found it nearly as addictive as Elements. The hoarder mentality kicked in as I started getting the incremental bonuses. (However, this aspect made the game easier as I progressed rather than more difficult...particularly after I had all the maps unlocked. That one aspect was kind of "upside down.") If the thief bosses could be just a slight bit slower it would make those levels more doable...I thought they were a bit fast. I couldn't even fireball them fast enough. Anyway, more levels, more monsters, more towers, more game. I'm ready!
Super good. This is the most professionally produced, interesting, and playable TD games I've encountered. My only suggestions—and it's very trivial—is that the enemy's stats, vulnerabilities and strengths are not readily evident. (It sometimes requires a play-through of a level first before a "serious" try is made.)
Enjoyed it though I found it too easy, then the last level too difficult. I thought the tech tree was a bit too deep for only 10 levels. It requires that you play a lot of levels more than once just to explore the different upgrades...which then unbalances the new levels.
Incidentally, top comments are great. They allow the posts with something to say rise to the top. All those "first!" and random gibberish posts can now be buried and nobody needs to moderate. They're a great improvement.
Seems like the "kiss of death" for the game developer to pass off what is obviously problematic latency issues on the hosting network. I had all manner of things happen during my experience: My tank disappearing, the game continuing after my death, aiming issues, and so on. I'm not sure why I can play all sorts of other lag-free games on Kong and yet this one seems full of problems. (NOTE: I probably would have been more generous in my rating had the developer not tried to pass off what is clearly an in-game issue on the host.)
Needs a lot of work: Art, collision detection, puzzles, upgradeables, dialog, quests...that's what makes a fantasy RPG. Walking around killing things is only a small part of it.
Not a bad start for a tippy truck game. The configurable aspects are interesting, (springs, engine, tires) but don't seem to have a big effect on how much skill it takes to get through each level. A few suggestions: Make every level beatable with any configuration (just that some are easier than others), add a minimap to prepare for what's coming, and fix the collision detection so that landing on both wheels doesn't crash you. Finally, remove the limited lives; it kills your replay value.
Fun and solid. Bit shallow, perhaps. (Don't zombies typically move slowly?) Certainly a reasonable platform for user levels or...I don't know...Cyclomaniac-style upgrades.
It's the barest semblance of a game used to market a product. What they don't understand is that if their product is not 20x more thoughtful and complete than this game, nobody's going to buy it. I think they got as far as the maps and animations and were like, "we don't have the time to make it a proper game. Let's just wrap it up."
It's like a digital version of Wings of War. Awesome. My only criticism is that it's so good that its lack of depth is more pronounced. Plane upgrades, terrain (clouds, AA guns), bombers (and bombing missions), and a better campaign pack would be excellent places to take this! I'm keeping my eye on this one.
I think the game doesn't seem as much about driving as it is about twitchy avoidance. Semi-fun for a short bit. (I don't see the upgraded cards being worth the trouble of playing long enough to get.)