Collision detection box is waaaaay too big. There was a much nicer horizontal-scrolling mouse dodgem posted earlier today, go take a look. I do like the tilting effect on the spaceship.
Level design needs improvement. You really need to put some sort of visual cue + slight delay in on a player death, to give them a chance to lift their finger from the key before the new ball spawns.
This would be a fantastic touch-numpad learning tool, or if adjusted to letters a nifty training exercise for a typing class. As a straight game... not so much.
Love this. More levels, bigger screen (shrink the stars/targets/obstacles) maybe a powerup or a limited charges item that allows you to reverse the rotation, MOVING targets... lots of room for improvement but lots and lots of fun.
Kinda shiny, but really no fun. If the towers are going to have that limited of range, they need to do much more damage. Basically just build build build, and the controls make a chore.
Very good, deep and well-balanced as far as I've reached. One big problem - it's too slow to realistically play through in one sitting, and you can't walk away from it as you can with, say, Onslaught 2. This *needs* a save/continue function.
3/5 - I mostly agree with what's been said here. I gave it eight or nine levels before I ended it. Love the graphics, the "physics", the way that the things you're pushing sort of but not totally stick together. But... there's no excitement. I think the problem is that there's no way to lose within a level. No monsters that can eat your balls, no pits of instant death you have to very carefully avoid, no... no... no *threat*. That makes this nicely crafted semi-arcade environment a puzzle game, with very low-key puzzles.
If you think this is a Filler clone, you have no clue at all. Yes, it shares a play mechanic, but the goal is almost entirely opposite of what most Qix-derived games have. Really excellent idea, decent execution. May I suggest making the viruses less able to push bubbles, reducing the time they have to be pinned... and reducing the amount of serum you have by at least 30%? That would make it even more its own game and boost the fun value.
You know, what is with all the prototypes showing up on Kongregate today? It seems like everything I click on in the new list is a half-finished (or less) game. People are having good ideas, but instead of really designing and testing they're just throwing code at the wall and hoping it sticks.
"you might have to play more than once to succeed"? That assumes I want to play more than once after the creeps demonstrate they have all the advantages. The player can't camp effectively on the exit, can't build sufficient density of fire, can't in fact do ANYTHING. Tower defense games work because creeps are dumb. When the enemy can maneuver semi-intelligently and you can not move to counter, there's no point. Oh, and did I mention ugly, lack of depth and crummy interface? Be glad I gave it a 2.