Personally don't like the idea much, but that should not be held against the game. That said: Buggy line detection. Choppy frame rates. All too critical for this game's mechanic, all making it cumbersome to play.
Sweet! Really nice overall game play. Can't say I'm too excited about the prospect of precise jumping and split second dodging of ghosts needed, but so far, it doesn't fail me just because I have two left thumbs. If it had more levels, I can only hope it stays more intellectual than reflexive.
Maybe you should call it "More than Just a Tic-Tac-Toe", so more may be tempted to play on. As it was, the only reason I played more than 2 sets was because of the comments (which didn't give much away, bravo).
No R for Restart Level.
Controls "iffy" - they don't always respond.
Puzzles overly sensitive - need to be "on the pixel".
Unnecessarily deft fingers to complete puzzle despite knowing the solution in mind.
A fair adventure/puzzler. Puzzles are straight forward and largely logical. Only issue is pixel hunting, which took me sometime to find the last piece of the number tiles.
Love for self:
- Kill the Mayor (tuxedo dude)
- Just in case, trash the entire town, killing everyone
- Do not kill any cop, turn into wolf between them
- Turn into wolf after cop moved near the jail
Love for others:
- Scare the guy/girl near the church towards each other
- Do not scare them until they run away from town
Interesting game. While I enjoy the puzzles, I cannot say I enjoy the quick, clicking needed to resolve some of them. I play puzzle games because I am woefully imprecise and slow.
Suggestion: Cards of certain types that do not lock other cards need to be of the same color or grouped/boxed in one section so players will be able to tell that they can only get one card from all these - especially since selling for so low value than buying.
"If low on $, conquer a city!" I would if I could, the tiny trickle of $ means waiting and doing nothing while I buy enough upgrades to conquer a city... until one gets taken back and I have to spend more $ to get zombies to conquer it - again. This is tedious. Sorry. The game play model needs to change. It doesn't need to be hectic, but should not feel tedious.
The bonus powers granted by choice of nation seem a little imbalanced. Where one nation allows bypassing cheaper buildings for Minotaurs and Hydra (small advantage in terms of once of expense), others allow preservation of units year on year (huge cumulative advantage in terms of repeated expense), and then there is one that grants some additional gold that is easily negated by having one extra peasant.
Suggestion: Skip the +dmg +crit type upgrades that buff between the "main" upgrades. Have more of the "main" upgrades, since they combine with each other (maybe even removing weapon types have all the "main" upgrades as options of one gun. Enable (maybe at a small cost) to swap between "main" upgrades, and let players have fun building combos. Having different graphical upgrades for each upgrade a nice eye candy too.
Just a note. It can be played in Chrome, but I notice in the later stages (particularly 13), sometimes, when shifting the map/puzzle, it doesn't "bounce" to properly align itself, this preventing movement. Even worse, sometimes, the map/puzzle shifts and gets stuck in a "broken position". I found that this can be remedied easily by switching to a different window then switching back. The "active screen" tracking script kicks in and then forces the map/puzzle to "bounce" to its closest "shift to" position, and will resume working. Do NOT quit the map/puzzle as there is no save game option and it will kick you back to the 1st map/puzzle of the level, or if you hit refresh, god help you replay the whole game from start (not that it's not fun enough to do so, but it can be frustrating when you're almost done).
While some appear to see a precursor to this game, it is my first time seeing something like it (at least, with puzzles done in this manner - there are of course others that are in vein, but I'd think no so similar). Great work overall, although the animations can do with a bit more speeding up, as some times, waiting for the animation to complete is detracting from the pace of the puzzle. Awesome level designs, although some totally mess the players perception (as is intended, so it is in a good way).
Hostages should cower in place. This makes planning an assault easier, although hostages running around can create great openings in situation specific conditions, if you're lucky. Grenade launchers are more a bane than a boon, no 5/5 for getting it. In fact, it increases difficulty when you accidentally pick it up because it's too easy to kill hostages accidentally with it, and there is no option to swap it out? Similarly, annoying levels where enemy grenadiers killing hostages forces a replay. Over and over and over again... unsure if bad design or intentional, but not my style.
Bad design all around. No option to build while paused. Complicated shortcuts, layers in menu and garbage truck not even in main menu, coupled with a very time sensitive game means normal is frantic.
Kill the damned floorless BS on level 36. It is stupidly annoying waiting for that moving platform. Having to restart because there is not enough room to jump or because the iffy movement controls is pointless punishment.
Jumping in tight areas is difficult to time. Especially those with a path on the same level as the player, a wall at +1 level, a path at +2 level, and a ceiling at +3 level. I find such jumps a hit and miss affair. Otherwise, outside a hectic timed level chased by a laser beam, it was a very interesting puzzle platformer.
Kill the damned time limit on level 35. Keep the damn ball on unlimited hits and do not let it explode after so few hits. Not everyone is a twitch player.