This has some serious problems. The upgrade system is not difficult to figure out if you play with it for a few minutes and study the interface. The real problem is that it's just too damn hard and the whole thing collapses around wave 11 or 12. The cheapest minions are the only ones that seem to do any damage at all...and there's really no reprieve to adjust for a poor decision. I'd be more generous if it wasn't apparent that this was meant to be a commercial product. They should know better.
Great concept but I think the levels run just a little bit long and because I'm paying so much attention to the play field, I don't really get a sense of when the level is going to end or how long I need to "just hold on." So, some drama would help. Also, it's really easy to lose focus on the window which is super unfortunately when your paddle just sits there while you scramble to find your cursor.
If someone described this concept to me, I wouldn't be impressed. It's surprisingly fun! My only complaint is the lack of save points. I may want to only focus on an especially challenging level but having to start at the beginning reduced replay value. (A set amount of energy per level would resolve that issue.)
Pretty nice but two problems right off the bat. 1) Don't know why games that start off immediately by putting the player on the defensive require a mouse action (for the menu) followed immediately by keyboard controls. 2) Why can't we find out what the powerups do before we buy them!?
Although the game itself is pretty fun, what really makes this game stand out is that there's no arbitrary limit on the attempts. If you want to take a 1,000 shots to finish the level, go for it. You can play it for performance too...but it's not required. Great development decision!
Was pretty funny. Played through on Easy and...as expected...it was very easy. Then came the Showdown wave and I didn't even dent a single creep. According to my rank, I'm "soggy."
Clever and professional-looking but poor implementation. The instructions are terrible and it was only after my third or fourth try that I started to understand what was going on. (There were lots of things happening that I still didn't understand.) With these types of games it's essential that the "selecting/grabbing" action is clean and crisp...but on this game I couldn't select anything until the animations had all stopped. It slowed me way down. (Wouldn't be a big deal if there was no time limit.) Also, it's irritating to have to start at the beginning each time.
Now that I have 100 wins and 50 losses, I've become more familiar with the cards and such. I think previous comments have captured the power of the Otyugh...they really keep the game (against the AI) pretty easy.
Overall this is great but there are a few problems with the flash programming and one problem with gameplay. There's some issues with how the game advances to the next level...there are no "next" buttons or anything. It seems like the main window loses focus without reason. And it's not clear what you're trying to do...get points? Kill the king? What do you need to "win?" Finally, unlike other treb games, the "sweet spot" for operating this trebuchet is too narrow which makes it more random and sort of less fun.
Since there are so many cards, sometimes the opponent plays a spell and I didn't have enough time to read it. It's a bit frustrating. As a long-time Magic player, I found the game to be just a little bit heavy in the front end...but it's surprisingly balanced.
Really fun once you get into the actual game...but all of the stuff you have to do before (and after) you swing the bat is annoying. I'd love to see a 9-inning mode.
I don't believe you made these games either for a couple of reasons. All three of "your" games are very different...different physics, different graphic styles, different rules systems. That's very uncommon. Plus, all of these games are highly derivative and most developers prefer to introduce their own game designs. Finally, there's no developer credits on any of the games...so they were either stripped or omitted when the game concept was "borrowed" from the original. Whatever the case, you didn't "make" these games.