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Game comments and reviews
Apr. 29, 2008
pretty decent, 'boss' level is poor though, only intuitive to a limited extent. Too short for this kind of game and missing api but addition of a level editor is nice. 3(.5)/5
buggy, at one point enemies didn't disappear, the colour was stuck on blue, and i got 98% without completing the level forcing me to abort (lvl 9 iirc), but still very good take on the genre. If it had a difficulty, i.e. gamespeed (e.g. 100% 150% 200%), setting I'd 5/5.
Apr. 28, 2008
Another unecessary addition to an uninteresting and overloaded genre. This one doesn't really offer anything new exactly but might be the first to combine this selection of old features, most are either circular or directional based.
mwahaha :D broke my wrist getting high score
took hours but finally did it, got to level 34, no badge. ouch.
Apr. 27, 2008
ones with vertical and horizantal bits, like all of the last row except strawberries and orange, are made really easy by using rings of pieces in this way. would b good if there was confirmation when u completed a puzzle. 4/5
oh love the way you get angle as well as position when releasing the ball btw
not bad. far too slow paced, needs difficulty (read speed) settings, ball speed increasing wrt % of blocks remaining/time spent on level/whatever, 2 balls in the style of the ipod alleyway clone, etc. powerups' effects aren't always obvious and having all powerups equally common is a mistake, though I think the range is very good. levels like 16 (iirc?) are just plain not fun, destroying 2 remaining hard to reach blocks, if no explosive ball. nice graphics but better with a bolder colour palette for blocks, e.g. rgb 1,0.1,1 not 1,0.4,1 or w/e. Finally, doesn't offer any novel twists to the genre unlike some flash alleyways (multiple balls as standard, jumping paddle, round paddle, etc). Tons of good here but the lack of pace is too critical a failing for me to give more than 3/5
Apr. 25, 2008
some API or daily/weekly/monthly scores would be nice though because the top are quite a way out my league.
this game is really addicitive, very underrated. I'm guessing most the naysayers couldn't find their space bar.
stopped on level 14. 1 microadjustment changes everything so dramatically when the ball hits walls at times, it just become ridiculous.
making green walls 'block' magnetism would improve the game imo, reduce the guess and hope element as it's just so complicated otherwise
outputs some pretty awesome patterns though the puzzle element isn't emphasised much and level design's a bit weak 4/5
If I set up camp on a straighter bit of road that should help longterm, at the sacrifice of a couple of early lives, too.
gave it another go, couldn't get even the 1st enemy of showdown below 5.5-6k health. I probably need more slow and I did sell my money towers (I had ~8 of them, built before wave 20 at the same time as 3rd and 4th artillery) 10 waves early so I'm not quite giving up yet.
quite hard to get your head around and stop suiciding, but when you do it becomes obvious the AI is really poor.
a 3.5-4* game, -3*s for the nonoba crap and lack of API
good game, addictive but very luck based. Would benefit from a couple of different modes.
1/5, would have been 4/5 if not for the useless control.
encounted a bug trying to restart after submitting score, immediate game over repeatedly, also api don't seem to work properly. 4/5 favourited
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