Pretty, but worth about 90 seconds worth of play before moving on. This is a crap shooter with a little bit of visual effects. If you'd have bothered to build a worthwhile shooter first... but then there'd be no point in the effect, right? 2/5, for smooth coding and brain-dead design.
Not very fun. First of all, it moves way too fast - there's really nothing to do except simply hammer your one or two best unit buttons, since the computer is doing the same. Likewise, the sheer number of units available is overwhelming. Maybe if you could choose a selection of units to make available on a single, non-tabbed toolbar... Finally, the unit limit is a theoretically interesting innovation, but in this game is simply a bludgeon to force a resolution to the level since there's no other cost or resource consideration. 2/5, but nice graphics, and a major revision could make this a real winner.
dev, people are writing especially nasty things because this is a 2-2.5 star quality game which has somehow been far overrated. I clicked in off the Kong weekly leaderboard, expecting something entertaining, and instead got a low-quality dodgem game. That irritates me. Now, I don't know how this game got up near 4.0 last night, but the usual suspicion is that the creator of the game did something shady to generate a bunch of 5-star ratings. I have no proof of that, and there are other possibilities. Maybe people vote stupid when penguins are invoked. Who knows? But you're fighting a losing battle here. Don't sweat the harsh words, and just try to pick out some of the details about why players don't like the game. Oh, and while I have no desire to play this game ever again, the music was quite nice.
4/5 - Interesting choice of game mechanics in the sequel. Making the player build up all abilities on each level does indeed fix some of the unbalanced instant-build overpoweredness of the original, but... I can't help but dread needing to build from 100 mana on *every* *single* *level*. I'll have more to say about overall game balance once I've played farther, but I suspect the better option would be to add in incremental bonuses to *starting* mana with each upgrade you buy.
This... well, it's a lot of good ideas which distinguish it from and improve on Frantic. That said, it's nowhere near as fun. There's a lot of balancing needed to make a fun game - like, on the very first level, it feels kinda pathetic when you can't hardly kill anything. Or that by L8/9 you're basically invincible. All this has to do with underlying math, and ramping challenge to match capability. And avoiding repetition The art in this game is... tolerable, but could use a fair amount of expert assistance. It's somewhere in the Uncanny Valley of shape and color complexity. Less, or more would be better.
Fun, but not quite complete. Badly, badly needs a next-wave button. There doesn't need to be bonuses for using it, just get the late-game moving faster. Some sort of indicator on the wave bar should indicate what's coming, even just to break up the look of the screen. Life bars for the creeps, maybe rating details for the upgrades... you know the drill, you've seen TD before.
Way fun. And Waaaaaay too easy. Needs some sort of hardcore mode - something like one or two hits = dead, though maybe bump up the offensice capabilities a little to match. The highest-level bullet spread could be a bit wider.
I'm sorry, this is just plain brutal. No eye candy, a frustrating control scheme, a downright punitive scoring scheme, and most of the goodies buried deep in the game where the casual player will never get to them before getting pissed off and leaving. Maybe if you're fifteen, have perfect eyesight, perfect mouse surface, and waaaaay too much time to waste, this might be playable. Not fun, but playable.
Beautiful. Sort of just a shell of a game at this point, but truly great. Add save/more moves/more functions/more obstacles, and MORE LEVELS. Oh, and 192, though I know where I could have saved at least a half dozen.
Blech. Very pretty, and completely not fun. Beat-em-ups are a classic genre, but there has to be a chance to, you know, SUCCEED. Go back to pseudo-tactical game design - you do that better most around here.
Much too random to be fun. Not enough density for shiny chain reactions to occur. Bounces are too irregular to be reliable. The bombs are just kind of out of theme. I kinda like it, but there's just so much that's annoying or inadequate about it.
Mostly good, but lightweight. The one unpleasant thing in here is the last boss, which is difficult (I beat it, but it was five times harder than everything else) due to randomness and really awkward platform layout rather than being any sort of real challenge. Attacks which can not be anticipated nor dodged really suck.
A good game. with an excellent collection of enemies. However... everyone seems to copy the background grid from GW without understanding WHY the grid works so well in that game. Don't be stupid, just make a starfield or something.
...this is still way too easy. I beat it in my first sitting, only one continue, and I know how to clobber it faster next time. Seriously, this is a pretty game, but as TD games go it's pretty weak.
1-range towers are useless - reduce cost or remove them. Why ALWAYS 3-wide path? Mix it up. Have more than three sub-levels per map. With more depth per map, you can make leveling/improving towers more interesting. Trees/hills block view. Shovel good, slots SUCK.
You've got a good core engine here. You just need to design a good game inside it.
Wow, Kong, how much are these people you paying you to keep this trash in the hot new games list, despite the fact it's not hot, not new, and not a game you can really play with Kong?