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Game comments and reviews
Apr. 02, 2012
The only randomness which has a place in games like this is what you draw from your deck. The other randomness just makes this frustrating and not worth playing.
Mar. 31, 2012
Way too easy, each level finished without problem with a single strong armored special. Also for fast typists, frequently the first letter would be missing from a word for some reason.
Mar. 08, 2012
Whoops never mind, not sure what happened but I didn't see the popup upon completing a level the first time round. Interesting.
It really needs a way to move forward in levels without having to back out to the level selection screen. Apart from that; well done.
Mar. 06, 2012
A decent attempt to spruce up solitaire. Still has the same fatal flaw to it - it's way too dependent on luck rather than skill.
Feb. 05, 2012
Having to click 'start game' in between seeing the order and entering it is daft.
Feb. 03, 2012
After 45 words in minute rush there was a large gap without words in it and no key would keep the thing going, had 30 seconds left in the trial and could not continue.
Feb. 02, 2012
These really aren't 'fresh new ideas.' All this stuff is stuff which has been done before. That being said; it's not bad. It's just too slow.
Jan. 06, 2012
Neither a shadow for where a line was placed nor an ability to move a line makes this game way too much about just guessing. It'd be a solid 4/5 with either of those options, but without it's a 1/5.
Jan. 05, 2012
The tutorial says 'at the start of each turn you have a chance to attack with creatures in play...' After many started turns with creatures in play I've never seen a chance to attack, or even how to trigger an attack. Might want to update with exactly HOW you attack.
Dec. 24, 2011
Way too hard to see how things connect and where you need to be going to. Interesting idea, but needs some work on the execution - more contrast, more ease of seeing what lines up rather than things which look like they should but don't, more contextual clues as to where you still need to get to.
Dec. 20, 2011
The only problem I have with this is space being jump and up being to end level... It'd make much, much more intuitive sense to have movement controlled by the arrow keys, and ending the level be space.
Dec. 18, 2011
Decent up until the first level with 5 cups each requiring one grain, and only 5 grains falling from the start point. That level killed the game, because the precision of the mouse is nowhere near adequate - impossible to make smooth enough lines to avoid the grains getting stuck in places without an annoying amount of effort required.
Nov. 30, 2011
This game clearly demonstrates an important lesson; the mouse is a vital too for PC input.
Nov. 21, 2011
This game absolutely cries out for tooltips.
Oct. 18, 2011
It should be standard to have a mute function available in the menu. Apparent lack of one is keeping me from rating this higher.
Oct. 16, 2011
The only thing which really stands out as a big issue with this is that you cannot kill a fast zombie that gets up next to you if you have a minigun.
Sep. 11, 2011
This would be much better without the annoying rebounds from the side of the screen.
This is not Lemmings. Lemmings was fun because of the problem-solving it required to use the special Lemmings to reach the goal. This is just dull.
May. 01, 2011
One control method when you need to control both movement and aiming is terrible. There's a reason why wasd+mouse is the standard.
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