Ugh. This game has fantastic visuals and fantastic audio. Apparently that's everything to all the other posters here. What it lacks is gameplay and writing. The plot is okay, but the actual script is frankly crap. It's very poorly done...and the gameplay is the same thing over and over. The only differences are "how many" and "where." The where part is also very irritating. If you have to shoot them in a specific place, you can be a pixel or two off and you've failed the entire mission. It doesn't help that the zoom keeps the mouse sensitivity of the default zoom, so one pixel over in the default zoom is about five in the full zoom, so every time you move your mouse it jumps quickly side to side. Not to mention you have to wait forever for the dudes to actually walk onto the screen in the first place. It's just not at all fun. Also, good lord, could you have made a more hideous emo main character? Nose ring, black lipstick, tattoo, whiny depressive monologue. Ugh. 3/5.
I hate luck games because I don't have it, at all. I've won three games ad lost about ten so far. I'll be in the lead, the other dude will always get a 2000+ hand, and I'll lose. Almost every damn time. One time I got a 4000+ hand and I still lost. 4/5 anyway. Would be 5/5 if online play were implemented.
Uh, I keep inexplicably dying at the second stage of Nagoya. I'm at full health, then BAM, I'm dead. Hell, I can usually solo those kinds of areas at this point. This is ridiculous.
Level 23 is either bugged or completely illogical. The half-sized white pain can *go through* the polka-dot thing on the top and erase them, turning them black. WTF?
On the other side of the coin, where can I GET this music? The email link doesn't work, and google was rather fruitless. I got a blog and a page on Facebook that didn't help at all.
Only one goal/play mode, arbitrary brick limitation, physics compromise your tower even when it's perfectly build, half-snap is stupid and makes me ruin a perfectly good tower because I mistakenly use it, and the music is boring as all hell. On the plus side, it a "physics tetris" that I've always dreamed about, albeit an a different form than I would have liked, and it's a fairly entertaining game. 3/5
The fundamental of the game is implemented incorrectly. If the mouse moves from point A to point B in one frame, the line should be connected. Instead, it draws the individual point each frame, not the interim. I realize this could be used to circumvent things if people right clicked, but you can implement safeguards. This made the game unplayable to me.
Boring, many design flaws. If I flubb a run, my pieces shouldn't reset, most importantly. I made one simple mistake, and I don't want to have to set everything up all over again for no reason.
Uh. It shouldn't overwrite your score every time you replay a level. It should go by your high score. -1 for that, so 3/5. Ugh, horrible design choice...ruined the game for me.
Heh, I wasn't phased by the green things. I thought, "well, it SAID dodge, so..."
But anyways, the sides should be exact. There's like a four-pixel padding on the sides, which can really screw you up when the screen is skewered in certain ways. It sounds like nitpicking, but it's true. Nonetheless, super cool game, if short. 4/5
Either the developer is an idiot or this is stolen. I don't think it's stolen, so I'm going to have to deride the developer. You realize you only get money if you implement the API?
Doesn't have lag correction, which kills it. It even happens when you have no lag and are on fast mode, occasionally.
By this I mean sometimes when creeps are taking a corner, if you have the speed on high or if it lags, they won't take the corner and instead will keep going, and you still lose a life if they go offscreen. Compare to whiteboard TD, where if there were lag, while the creeps would continue on, obviously, once it stopped lagging the creeps would start going back to their original position.