by the time you've finished level 7 or so...you can buy the final weapon..and there's nothing more to look forward to. The visual seems very polished...it just lacks content.(maybe a changing background as you go deeper?)
This game just lacks content....by the time you're done with the first floor....you've seen everything this game has to offer. All the floor texture looks exactly the same....all the wepons are the same (hold leftclick and aim)...there are only 3 enemy behaviors (heli,turret and robot)
I like the multi colour idea...it's quite new.
However...what's the point of a time penalty when you have unlitmited time? What's the point of a fast time record when you are not awarded for a quick completion? You should do what Picross DS did... have a seperate set of levels for "free" and "supervised" mode. Supervised mode should have a timelimit.
either the lvlgain needs to be static (like... 5skill pts per lvl) or the levels needs to be repeatable. Lets say someone did terrible on a stage but managed to beat it anyways... he would be stuck on the next lvl but with minimum amount of exp. Worst case scenario, a low lvl player could be stuck on a high lvl stage. Also not being able to repeat a map kind of defeats the whole purpose of the world map screen (other than the fact you can choose to do the extra unlock stages)
the interface and visual are really polished. However, as a TD game, it's really barebones. Makes me ask "What makes this specific games any different than any other TD games out there?"
this is basically a demo version.... you need to pay real money in order to even skim the surface of this game... and if you're planning on paying money for a mmorpg... you might as well go play world of warcraft or something.... sigh
the the character's hitbox is just way too bizzare for me... I wish it had a visual indicator to where it was than just a verbal explanation on the tutorial. In fact ..the character's sprite gets extremly distracting since the hitbox isnt even located on its center.
thee needs to be a preemptive warning to where the enemy will spawns...like a vortex they come out of or something. Also....your own ship should be the only thing that's completely white...it's too hard to see where you're going when your own ship is camaflouged within bullets, enemies, pips, and helper ships.
The gameplay itself is fine...i cant really say the same thing for the concept though. You're the lord of the undead who is about to engulf the world in darkness.......by killing multi-colored smurfs. The little goblins and ogres are fine and all (maybe for the first few levels).... but it doesnt quite live up to the epic-ness of the whole demonic takeover situation. I kinda expected paladins, crusaders, dragon riders and holy things that want to get rid of the darkness. You just can not fully enjoy being evil if you're spending time killing things that also looks evil.
hmm....this is kinda like ... princess maker..or idol master ....except without the cute girls... which was the only thing that makes games of this genre bearable for me .lol.
also.... what i found most annoying...was how everyone cheered when a new piece appeared..as if it was a good thing.
most of the time it just makes the level damn harder
to those who thinks that this is a rip off of tetris.... try thinking up of a 4block shape...that Doesnt look like a shape used in Tetris. silly commentators aside, I like the mission based idea. Except i dont know if i really like the gloomy midieval theme.....i think i found the previous "cyber-retro" feel more attractive. The beared guy on the left telling you stuff you already know get s annoying after a while lol.
i know simplicity is the main theme here..but this game seems to have a lot of potential for a game with multiple level design and background scenery. and of course what we got here can be somekind of "endless survival mode".