I think the puzzle mode should be available from the beginning, and that the timer mode should get unlocked after you've completed a certain number of the puzzles. That way, you're not trying to figure everything out while feeling desperately rushed for time. I love the idea of this game - and there are some interesting configurations that you have to come up with to solve all the levels. On a random scientific note, the three colors should really be red, green, and blue; that would have helped me in figuring out the way that prisms function backwards.
These maps are ridiculously long. The first 20 or so waves may be a bit of a struggle, but I could just zone out after that - I've always got my maze built and enough missile turrets in place to take care of everything. If you're going to have such massively long maps, the difficulty ought to be scaled up so that the final boss doesn't die the second it enters the screen. I'd prefer if the maps weren't sequential (you didn't need to unlock them) - a shorter story/campaign mode makes sense, but 50-70 waves per map and no way to send waves early makes for a lot of tedium in getting to later maps. The clear button being "c" throws me off - and lack of hotkeys, as someone else has mentioned, is pretty distressing. For the pathfinding AI - it's pretty funky. Juggling is laughably easy and at one point I had a dead end from updating my maze - and all the penguins went into it! After a few waves they stopped - but it was still fairly bizarre while it lasted.
Somewhat short, but lots of fun. It'd be really cool if you could add a "highlight intersections" feature, where the two touching pieces of the same colour flash a couple of times when you ask it to (spent forever searching the final level for my mistake). That's hardly a necessary feature to make this an enjoyable game, however - and pretty at the same time!
I really enjoyed this game! It'd be great to add a level editor to it. I thought the difficulty curve was kinda interesting...the entire second half seemed rather easy, except for the very challenging Battle Fleet. Anyway, great game! 4/5 for me.
Additionally, I'm confused about all the information and background for each of the towns. What effect does technology level and and climate have on anything? I'm assuming crime rate has a bearing on whether you're likely to be attacked approaching/leaving the area and that population determines how likely it is you'll find someone to hire... but the rest of the information seems to have no effect on anything, even on the appearance of the cities.
I keep wishing there were "auto" settings that you could preset in town. (Auto-help or ignore the guys on the side of the road, auto-allow the Enforcers to search, and so on.) It'd make the opening levels go so much more quickly and be far less tedious. I'm not sure if this is a glitch - I can only assume so - but I've never healed any hit points, either in this game or the previous save game that I erased due to only having about 7 hp left and dying every other trip. Being able to view my hp outside of battle situations would also be a nice thing if there's no healing in this game. At least you'd have some idea about your relative health instead of wondering how horrified you were going to be about the outcome of this battle.
I'm intrigued by the concept - no more are you slave to tower mechanics; now you can actually influence the game on your own. However, I'm a laptop user and my fingers are REALLY tired now, and it took me forever to figure out how to actually do damage (follow the creeps' path). A little more polishing and revision, and this could be quite a good game.
It starts a pretty fun game... but as of level 31, it feels just like the same old, same old. So the smaller bugs are faster, the bigger bugs have more health; at some point I'm just not inclined to play any further despite the badge for the 40 levels. Combining letters is tedious and there's no benefit to advancing levels (no special letter bonus for every ten levels, no new modes...). It'd be nice if there was an in-game high score record that displayed not just the highest score you'd received for a word, but also what that word was.
After struggling to survive the first chapter, I started to really enjoy this game. It doesn't take itself too seriously, so it manages to still be totally enjoyable and have a cool story. :) What a fantastic game!
I did enjoy this, but it might have been improved by levels - at certain points thresholds, another colour of dice is added/the board gets larger/new types of dice appear. That would help prevent monotony.
I quite enjoyed this game - rather different fare from the majority of the games on this site, a welcome change. How about adding a "quotes unlocked" page for puzzles you've solved, and maybe a random quote option once you've beaten the game? The unfamiliarity of most of the quotes required quite a lot of problem-solving, but the hints ensured that it wasn't impossible. I'm not sure how you do your difficulty ratings (mostly, they're incredibly accurate as the final three in each era were truly challenging), but two things to note: formulaic quotes are significantly easier ("if we can do calculus, then we can do fractions; if we can spell, then we can read" for example), and repeated unusual words with unusual letters also lower the difficulty (especially long words). I liked your categorisation by era - maybe in a future game or as an added feature to this one you can do categorisation by topic/context (ex. literary, historical).
Fun, and pretty much the definition of "casual game". I'd agree that more twists would be nice, such as blocks that do different things (how about a changing rainbow block?). I can't attest to all the levels - I'm only getting through maybe 10 (I'd guess more like eight, though) but a few puzzle levels would be nice. For instance, two starting points on a map that's divided down the middle, so you have to try to make the best choices for both... or one starting point, but a very big wall in the middle you have to work up and around. There are lots of possibilities - I hope you keep exploring them!
Also, random aesthetic note - your colours are VERY distinctive. I'd prefer more pastel colours, or something... it kinda hurts my eyes after a little while. Possibly have alternate colour schemes you can unlock?
Yeee! Hedgehog Launch 2! Still super cute, still lots of fun, and now with two checkpoints - Moon and Mars. The expanded options are great, and it's retained all the charm of the original. Wonderful game :)
I really love this style of game. And I like that you've made a multiplayer option! But I don't see why it should take so long to process - I'd be much happier if all the waiting were done in the pre-loading screen. And while I understand that there will always be some lag inherent in online multiplayer games, it's ridiculous even in single-player! I'd prefer a less pretty, less rendered game in exchange for a more real-time experience.
The initial levels are kinda interesting- they do require a certain amount of strategy. Past a point, however, the difficulty ramps down massively. The AI doesn't get any better to compete with your highly-leveled virus, and the computer's upgrades aren't sufficient to rival yours - assuming you put the points in enough of the right places. This is a lot of fun, especially with the gene resequencing, but hardly any challenge. Nevertheless, I did really enjoy it.
I really didn't like this game. Not a bad idea, really, but it's not my type of game and there are plenty of things in it that set off my pet peeves. However, as far as unbiased - as unbiased as possible - criticism goes, I do find that 1. it's rather picky to the pixel, 2. many quite simple solutions are available, making the puzzle aspect moot, 3. the move/adjust tool not being in a set place on each machine part is incredibly annoying - sometimes I'd want to rotate a piece clockwise but the tool would be so far offset that I'd have to rotate in the opposite direction. I suppose the third isn't so unbiased - it's definitely possible that I'm just bad with these controls.