Interesting experiment in tower defense that falls flat. A one dimentional maze doesn't give you a lot of room to play with strategy. The first strategy I developed carried me through endless levels, and I suspect it'll get me through to the end of the game. Every level brings a new type of bad guy I don't need to alter my strategy for, and a new block which I don't need to use.
Some great new ideas here, like the EMP and cursed enemies... sadly, instant free juggling overshadows a lot of the potential strategy, especially when some levels make it absolutely necessary.
All things considered, really good. Knowing the shape of the pieces in play adds a new spin on this puzzle. Problems with multiple solutions can be largely circumvented by restarting each level until you get a startup with a lot of information in it (a bunch of zeros or lines which are already completed). Cheating? Maybe, but after level 50 I find it absolutely necessary, and it's still a real challenge to complete such a puzzle. Thumbs up!
A neat idea... with a bit more thought in level design, and some more meaningfully different powers, this could be really good. Hopefully #2 will end up more like Robot Wants Kitty than Pokemon.
Actually pretty bad. The controls are sluggish, and every platform ends in a taper which slows you down a lot if you want to jump off the end of it. The puzzles aren't interesting, they just catch you out with some cheap trick the first time you try them, and then you get them right.
A pretty nice game. I found it a little difficult to get into since it plays a bit differently from many tower defense games, but it's wide variety of bad guys and short levels give you a lot of opportunity for strategic planning.