Nifty ideas. Really crappy level progression and tutorial. Level ten in particular is an utterly bogus step up in difficulty, requiring tactics which are never introduced to be used immediately and perfectly. Not going to bother continuing.
A pleasant twenty minutes of gaming. Definitely too short, probably too easy. While I realize there is a limit to the variations of "water in pipes", a couple of extra piece types would greatly increase the possibilities and complexity. A lot of the later levels seemed to assemble themselves.
Good idea: Spooky little goblin that's very very hard to kill. Bad idea: Invincible mob that you can't even damage unless you guess the right unit to bring along. Really lame stuff. On the whole, this installment is quite disappointing. Without the direct user-controlled defense element (the spells barely count) which the early EW's relied on, without manual control of building, without any real resource management, the game devolves to a one-dimensional slog, with the single strategy of screen, mass, rush. Yawn.
If this were a parody of WoW, I really wouldn't have any problem with it. If it were a tool for helping someone play WoW, that would be fine. This isn't either of those things - you've simply written your own game, and stolen someone else's setting and content to do so. Would it have been too hard to make up your own names? Your own icons? Leave out the backgrounds? This is just slimy, and it's shameful that Kong allows it on their site.
I rather like the styling, but I'd suggest making the actual numbers darker. The low-contrast grey-on-grey is going to make eyes hurt. I can't comment on Andy's complaint, as I'm not a hardcore sudoku player, but I hope it's not true. A penciling option would be nice (click-hold for a second?) but I don't use it. You've got the idea of accumulating wins/points towards unlockable content here - try expanding on it more: colors, fireworks, hints (gag), more.
Did you know? That I rated this one star, for ZERO CONTENT? If you're going to bother making an "idle game", you might as well make one with decent graphics and where something happens on screen often enough to make it worth keeping open. Did you know? I'd have given it zero stars if I was able to.
I don't mind too much that this is a PQ clone... but you might as well *try* to do something to improve on it. Needs a mute button, badly. Was going to give it a 4, but the stolen WOW icons knock you down to 2.
Gave a decent review earlier, but on finally making it to the last stage... well, you're nuts. It's possible, I think, but with the sloppy mouse control it's not likely. If you're going to put something that hard in, you need to put more upgrade points in the game.
I can't make up my mind on the difficulty - I think the problem is the combination of speed and multiple complicated patterns on the bosses, but giving the player ten lives... it's hard to imagine not beating them in the end. Mouse control could be tightened up a little - sometimes it's too granular-feeling. My biggest complaint is that the graphics are sort of in the uncanny valley of video game detail - it's not simple and iconic, like Frantic, but they aren't really polished and detailed either. It's somewhere in the middle, and the effect feels grungy and tacky. Still, good coding, and mostly fun to play.
This game is completely impossible. It's possible to do random waves, but you have to score them to keep them in line. The store is crap. The money curve is crap. The hit detection is complete crap. The friendly AI is so useless it hurts. ...and despite all that, it's still keeping my interest. I'm really really sick of losing wave 11, though.
Not sure how this is worth more than two stars. It's a bad (as in even more primitive) Battlezone clone. Oooh, vectors. Big deal. If you were in a tank rather than a fixed turret, this might have a little merit, but 3d environs are thoroughly meaningless if you can't move. Truly lame that this gets a card and big points.