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.
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.
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
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
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.