It's pretty, but also pretty dumb. It's just luck what you hit or don't hit, the "shop" barely has anything, and play control is a bear. What we need is this art team working with the Hedgehog launch designers. That would be worth seeing.
Some good ideas here, but the interface is so lousy that the game is unenjoyable. Look at the planets. Pretty, yes, but mostly they're wider than the interface window. That means you have to go scrolling (arrow keys? with a mouse game? does someone out there have two right hands?) or clicking the map (which is badly overgranular, and lacks dragging) to do, or see, pretty much anything. Fighting the interface is three quarters of the gameplay, and the lack of visibility kills what little graphical spectacle might be possible in the game. Bleah. And you can't. Zoom. Out. Who are you trying to kid?
Go play The Space Game. That does everything better (dare I say, right?), and only lacks mobile units and upgrades through the "plot".
You know what's miserable? The crappy bonus mode. I already beat the stupid levels, already got freaking perfects on them, and now you think I'm gonna enjoy playing through them 90% blind? For a lousy five extra levels as a reward? I think not.
While I understand there is a place for a truly casual game, this is far too pathetically easy. Seven days on my first play through? Of which two were entirely botched due to fiddling around with the sling? Why play at all?
Crappy controls - movement sticks and stutters enough to make it unplayable. Killing cute kritters is overdone to the point of triteness. And it's just not fun. Go try again.
Wow, this has gone from so easy it's unplayable to so hard it's unplayable. I think the first level might be beatable, but I haven't stumbled on the right combination yet. You can make it this hard, but you *have to give the player more information or else it's not fun.* The HP numbers on the creeps are a step up, but fill in the numbers on your towers and the upgrades, because there's no way to evaluate them. You're obviously using some sort of damage type system - EXPLAIN IT, and label the waves. Give us some visibility on multiple waves coming up. (Go see DTD or Gemcraft.) Still 2/5, though I must say the game is showing more potential than the last time I looked in.
2/5. Seriously, what is there good to say about this game? It doesn't have interesting penguins, it just uses the word in the title. It's a smooth side-scroll shooter, but without any challenge, any apparent design put into it, any originality, any visual appeal, any replay value. A serious waste of a Kong title sponsorship. People are rating it up, and I just don't understand.
This is nice looking, but in terms of game design is sort of a mess. Your descriptions of tower abilities include numerical values, but the actual dam/rg/rate indicators are analog, which makes unit evaluation a nightmare. (Un)Fortunately, through four levels it is way, way, way too easy, so easy that it's almost overkill to bother with TD strategy. Units cost far more than their first (several) upgrades. This is interesting, but there are good reasons why most games do it the other way around. I don't see a way to evaluate the creeps - see their (actual) HP, strengths/weaknesses/whatever.
Good TD design is about creating engaging mechanics (other than decent graphics, I don't see anything special here - it's just straight towers and paths) built around challenges designed by careful math (which I see no sign of). Figure out what your perfect damage curve is, and then scale downward appropriately from there. I don't think you *need* calculus for it, but it'll sure help.
Beautiful, but there is zero difficulty here. It's a toy, not a game. Through a third of the levels I've not failed once, nor taken more than a minute on any. Frankly, the playing surface is just too small (and two-dimensional) to present any interesting challenges. Go google Neverball to see interesting ball-rolling challenges. 3/5, for good-quality Flash, and a polished interface.
I like this sort of game (if you recognize my icon, you might know just how far back that feeling goes), and there are some old NeoGeo top-down drifters I replay to this day. But there's something about this one that just seems flat. I suspect the problem is the (lack of) challenge.
Some good ideas here. Really needs just a bit of internal documentation. Linking offsite is not sufficient, and makes my teeth hurt. Like the music. Dislike the knight sprite.