The simple fact that you can die because the game doesn't spawn any pills is ridiculous. This alone was enough to ruin it for me - getting up to 10,000 will only happen if I get really, really lucky.
Sadly, the game bugged at level 19 - all the enemies died, but I couldn't reach the next level.
Besides that, excellent game. The SFX in particular make each explosion very satisfying. :D
Nice idea, I must admit. Problems galore, though. You can't drop down from a ledge - I got stuck at Marathon, where I climbed the ladder to the exit and left the other guy behind - there was no way to get back down, because I kept grabbing the ledges en route and couldn't fall off. Also started one level with one character in the 'wall grab' animation in midair. Needs some bugfixing, but overall decent.
Seriously lacking in polish. Infecting a green ball fails the level... but the game doesn't *tell* you you've failed. In fact, the game never tells you *anything* - you only realize something's wrong when you infect all the yellows and nothing happens.
Likewise, it's always annoying when you solve a puzzle properly but the physics screws you over. Sorry, but I don't like this.
Amazing game. Been playing it since I saw it come out. Definite 5/5.
One minor bug, though - certain patterns cause bound compounds to rotate instantly when grabbed by multiple arms. The bug never happens when the arm in question is selected, oddly - there might be a bug in the coding between selected and unselected arms... Otherwise, good!
Good news, more bugs. Engaging a Super Arrow attack after killing an enemy castle means that you start the next level with Super Arrows active - did someone forget to clean up his variables? Also, the Special Attack 1 button is glitched - you can't click the lightning bolt, but only the blue button around it. This is on top of units finishing attacks before dying (maybe not a bug, but it *should* be - especially when a healer stands there, technically dead, but still casting a heal spell for several seconds, or when a dragon keeps fire-breathing you *after* his health reaches 0).
At least the periodic attack waves make life more interesting than the first - I *almost* couldn't go AFK while farming experience. Game was still pathetic, though. Bugs are everywhere - Human Knights level *down* when you upgrade your Barracks, it's near-impossible to view a unit's stats by mousing over them, there's no visible cooldown timer on unit/ability recharges and you can't tell if something's recharging, or you don't have enough mana. Likewise, you can't tell if a building is at the max upgrade level or not, and you don't know how much mana it costs to upgrade structures. Worst of all, the Orcs seem unplayable - trying to select them loads the *same game* in a new window, also on Kong, reloads the game, and *still* blocks the Orcs. Overall, this game is badly designed, especially since the bugs should have been worked out after the *first* game. 1/5. Try play-testing your game next time.
Cute variant on the standard defence game. Far, far, FAAAAAR too easy, though - I almost never felt challenged, save for the first day with dinos when I didn't have any counter to them, and had to rely on bomb birds to kill em. :D
Nice game! My only complaint was that straying near the edges of the screen means getting hit by suddenly-appearing blocks... and staying away from the edges gives you an annoyingly small space to work with. Also slightly easy, moving to frustrating with long puzzles where a single slip-up can mean 2+ hits and no more gold. Still, fun to play and easy to understand.
Relatively boring, even for a TD. Simplistic towers that aren't even arranged according to price. Only a couple of enemy models that you see again... and again... and again. No real strategy besides "build one tower, upgrade, win." Only reason this hasn't already been consigned to the depths of Kong is that it's election themed.
Interesting concept, certainly, but the execution was... lacking. Psy powers were difficult to pull off - enemies tend to climb levels jerkily, which makes the required headshot very tricky. Likewise, non-level ground caused problems - the weapons don't hit targets below you very well, which is *cough* kinda a problem when your goal it to be above the targets. Still, decent game.
Not overly challenging, but a fun concept and a nice execution. Some levels didn't seem to scale well (the Dut Dut Dut one was waaay harder than the 2 after it), but overall good.
By the way - how do you unlock the second secret? I got secrets 1 and 3 by playing though normally, and got secret 1 again (or so I was told) for beating the game. What gives?
I don't know why I'm bothering to comment. To the developer: please, at least TRY to make a decent game. Uploading useless junk like this is a sure-fire way to ensure that I never, ever look at anything else you design.
Decent concept, buggered-up implementation. I don't want to have to rebuild my entire design when there was one flaw - I want to keep the design I had, FIX that flaw, and try again. Having to constantly restart from scratch simply broke this game for me.