Real Solitaire? No, real annoying. Also funny that this would be a "straight" take on the classic game...a game you can play with actual cards...and expect people to pay for it.
I close the zombie hole and nobody know. I am happy zombie hole close but its okay nobody know it was me. I close zombie hole with hero fist. No more zombie. Town am safe.
CJ, to kill the last snakes, stroke the snake gently with your grippers. The more you rub along the tube of the snake, the more red it will get. When you can stroke the whole thing, it will explode in creamy goodness. You'll find out.
Pretty cool. Nice, slick production values. Kind of felt that it was lacking something new...but I like the maps a lot (and the static obstacles). The upgrade trees seem a bit shallow. The perfect wave bonus is a bit broken...why offer it? Isn't losing a life incentive enough to not let any pass? It produces an effect where later levels are much easier due to the constant bonus.
The concept is good but there are a few things that sort of work against this game. If you position your house in one of the bottom corners, the whole "moving around" feature is against your better interests...there's no incentive to move as it's easier to protect your balloons than to dodge the bombs. Also, after 40K feet or so, there's no more surprises, so to speak, so the game just sort of flatlines...I mean, unless you're chasing a score which is pretty atypical, I think. Some kind of terrain...bombs bouncing off clouds...homing missles...stuff like that could make the game a little longer.
Fun and challenging, but man there's nothing worse than finally making it to the end only to have it not register as complete...PARTICULARLY if you're going for a gold.
I think your graphics and UI elements should be upgraded to better communicate and reinforce the types of units, (e.g., resources, special units, etc.).
Hills on the ends should be thicker since that's where most missles will hit. One dumb winning strategy is to just keep clicky-clicky where the planes come out...they'll die before they can drop bombs. Game is dumb though.
Starting off with reverse tiles was a bit weird...a simple level to let people understand the controls would be nice before introducing weird tiles. Overall, it's not bad...lost patience on the yellow-tile level and gave up. Would have liked to explore the game further but after 15 or so tries at the stuck level, it became not worth it. I'd love to see a little more "weight" to the marble. It's rather fast and ultra-responsive.
Tons of things need improvement. (1) You don't need to animate the catapult entering the screen every time. It's annoying...people just want to shoot. (2) "You lose" should be replaced with "click to try again" and the button should fill the screen. (3) There should be some goal or objective stated somewhere. (4) The art is...bad...and should be improved.
The try again should really just take you back to your error branch, not all the way back to the beginning. Also, it's a shame that paths re-converge...I would prefer that each line had it's own "tree" of choices. This would help replay value; as it is, I'm simply searching for the correct (even if illogical) "right" choice.