The underlying game is a lot of fun, in a slightly hands-off way. The details need work. Putting a huge "accomplishment" window up on the game space while time is ticking down is seven shades of dumb. I'm glad I just got bonus money, not so happy I used a grenade trying to close the stupid window, or that I lost a heap of gold that was underneath it in the split-second before the game-space closed for the shop screen. It would be nice if there was a feature to have idle zombies collect gold for you, or it simply didn't go on to the next window (sans time loss) while there was still gold on the screen. And really: no "restart" button? Honestly?
Both the puzzles and the artistic style seem to owe more than a little debt to Braid. It's all very well done, and I'm glad I played it to completion, but why is "artistic" so often synonymous with "hopeless"? Perservering only to discover how abysmal the protaganist's situation is throws the whole "game victory/reward" notion on it's ear, but that's not _necessarily_ a good thing. Certainly it's becoming far from unique.
I get a little tired of games that offer you choices, then expect you to read the designer's mind. Either give me multiple ways through, or make it clear what you actually expect the player to do.
Meh. Nice production values, but oh, so shallow. I don't feel a need to complain about the so-called "revenge" waves so much because they're unfair (though arguably they are), as that they draw out battles in a way that's needless and not terribly entertaining. The interface is somewhat lacking in information (tell me something about what I can expect from the enemy spawn!) and the units are woefully unresponsive at times. Even basic strategies (missles behind melee) are fairly hard to pull off in a timely fashion; "fortunately", basic strategies are barely necessary.
To be clear- I don't think the game "cheats" per se. But I do think its random number generator fails miserably. Far, far too often you draw the same card or the same class of card that you just discarded or played. Games that are fairly neck-and-neck seem to be the minority; too often one player seems to get nothing but small cards or summons/crushes at a point when resources have become irrelevant. I've said it before, and I'll say it again- if you have to squander your whole turn, you ought to be able to discard more than one card.
Hmm... At first boss, I quickly got him to a state where he's running permanently, I can't hit him, and he can't hit me. I can "drop" on him innumerable times and apparently score a hit, and I can push him from one end of the screen to the other, but that's about it. Soooooo... This is essentially an 8-bit era platformer dressed up with slightly nicer graphics, and put into Flash without a lot of bug-checking to promote a console game. Not exactly must-see.
Cute idea... Too unforgiving by half. The combination of "any part of any limb can drag you to your doom", lack of greater control over your movement and momentum, extreme ease of knocking your character senseless, and the tendency of the character to drag himself automatically towards bottles (which in the case of one particular bottle near the base of a lamppost is often in and of itself fatal) makes it more of an exercise in frustration than a game.
To call this game "a little unforgiving" would be like saying Attila the Hun wasn't best known for diplomacy. It's got great style, and it's fun for a while, but good grief. I'm running fast enough to jump between the buildings- but too fast to avoid the engine that just fell in the middle of the building I'm jumping to. I jumped that engine- now I don't have even a split-second to judge the EXACT height I need to be at to break through a window in the next building. I've hit some boxes and slowed down enough to avoid future obstacles- now I can't make the longer jumps. Sheesh!
I keep coming back to this one, so it must have *something* going for it. But I think it desperately needs one or both of two things: One, an ability to "mulligan" your opening hand (if sometimes your opening move is to discard, there's something wrong with the game) and Two, the ability to discard more than one card a turn if that's all that you're going to do during a turn (so a player well ahead doesn't get stuck with nothing but archers when they ought to be finishing, and early players aren't stuck with nothing but Banshees, Curses, Babylons...) I'd also like it if some attacks were percentage based, and there were an attack that specifically targetted walls only (sort of a mirror of Swat.)
Not a bad idea... But the "aim line" doesn't seem all that accurate, and I'm not sure there's really that much difference in rate of success between careful planning and hauling off and letting fly at a crazy angle.
It's all do-able. I did 12 by the skin of my teeth, admittedly (a couple more seconds and a block would have fallen offscreen) but it can be done. Clever design!
Uh... Yeah. English doesn't seem to be the creator's first language ("Prevent the Germans to punch thru your position"?) Enemies go prone just long enough to duck bullets; machine gunners sometimes can't hit enemies from half an inch away, and other times simple soldiers seem able to peg through what ought to be cover half way across the screen... Too random by half, thanks.
How about not allowing players to play the same card twice in a turn? Some of those just get ridiculous... My "opponent" got two "gifts" and a curse off on turn one.