Glad to see a decent sports game. Wish it didn't crash so much (always when a guy gets into a corner, I think the slow-ass turning gets messed up or something). Needs better controls for passing/selecting players (e.g. times when you're in fortress with just you and one other guy up front, you're holding towards that guy, hit pass, and you throw it towards your D line... or on D, when you have to run your forwards away from the play just so you can select somebody who isn't too far back to do anything. Has some other issues as well, but just getting those fixed would make this a top-notch sports game.
Decent concept, but implementation leaves a lot to be desired. Lots of stuff the creator would see if he just tried playing through it -- sometimes the same bomb placement leads to two different outcomes two runs in a row. Slider control can go to 0 seconds, while clicking the button only goes to 0.10. Controls sometimes show up in odd places. Clock on level doesn't match clock on bombs. Clock on level for some reason continues after the level is over. Retrying a level for a better score leaves no easy option to progress to the next level.
Just a few things keeping this from 5/5 in my books... pastel on pastel color scheme. I can't see my pink blocks on a salmon background. the purple is the only color I can always see easily, some of the others I can see with work, and sometimes you get a combo that is nigh invisible. Other major issue is the eraser... the best way to tell where your eraser is going to hit is where your pen was before you changed to an eraser. Why not give the eraser a "point" so we can see where it will be used?
The inability to detect MouseUp outside of the flash frame itself makes certain parts of this game very frustrating (example: it's easier to shoot HARD from right to left than left to right. this is annoying when your ball is heading for a left pocket and you want to quickly fire off a shot towards the right, but whoops, your ball is pocketed and the game is still waiting for you to release)
*BUG* on the second boss (horseman with ghosts) I levelled to 10 and then died. Reloaded. I've cleared all the way to the next boss but haven't been able to level since.
Can get laggy at times with the number of monsters on the screen.
Best strategy for progressing at this point seems to be to just run past all the monsters, none of them do any damage to me if I just keep moving..
Neat idea. Boss fights that I saw were pretty fun. The stuff in between all feels like filler to be honest. Good execution for the most part.
I have a great idea! A game where you can't see the path to the end AND your character has very low responsiveness! That way the game can be about both pre-planning and reflexes, but the player will be given the tools for neither! yay!
For those of you who haven't figured out the card: while climbing the tower, when you have a view of earth, wait for a bit. The hedgehog will float past. Wait for re-entry and you'll get the card.
Decent game but I'll echo the comments of slow gameplay. The issue I have is with the relatively small field of vision. If you're up off the ground at all, there's no way to see if you can safely drop to the ground or if a drop means your death, giving you the horrible choice of trying to drop safely or trying to jump as far as you can and hoping you find something.
Decent TD game. Nothing really to set it apart from the many other games in this category. Simple (can be a pro or con), above-average art for the genre, no obvious bugs in the (brief) time I played it. Unfortunately tower defense has been done so many times, there just isn't enough here to differentiate it from the contenders.
Seems the fundamental problems with achilles are still here. Also, you put in different "moves" in this game that I have to purchase, but my character picks randomly from the moves I have, I only get to choose to pick what "group" of moves he picks from. Wish I could sell back the lame moves so he'd stop using them.
On the plus side, the graphics are somewhat better, and the archers don't seem to fire from off-screen anymore.
Just loaded my bonus map game and was instantly defeated upon load-in, despite having clearly been on top when I had to quit last time. Enemy AI is pretty bad, and the whole game is pretty laggy. Mediocre graphics. Was going to overlook most of this and give an average rating, but a save function that automatically loses the round is a pretty substantial bug. I doubt I'll come back to claim the remaining badges.
Best one of these games I've played. Two fairly easy puzzles (and obvious what to do) give clues to the others -- no pixel hunting. Other people writing escape games should use this as a model.
Tapping the arrows barely moves me, pressing for just a moment sends me flying across the track. The lag in camera follow is also a bit of an annoyance. Mercifully fast to get the card though.
For most if not all of the first 40 levels, there is pretty much no challenge at all. The last few levels were well-balanced I thought. I'm torn between being happy that there aren't a ton of puzzles where you have to use each bomb perfectly and being disappointed that so many levels you can avoid the obvious and difficult looking path just by using your bombs mid-air to go straight to the end. (yes, this is without unlimited bombs)
I have to concur with a lot of the reviews I've seen here -- this seems not much different from most of this type of game (age of war, epic war, a gang-land version I found on another site, etc..)
First issue, I'm not sure how much more can be done with this style of game.
Second, it seems the 100k strike is far superior to the more expensive ones, simply because it lasts longer and you can continually bombard the enemy entrance.
Apaches + tanks + air strike = there are 7 other units and weapons?
Sorry if this seems over-critical, this is possibly a limitation of the genre anyway. 3/5 -- implementation is good, even if the gameplay isn't terribly inspired.
I love the art style, the sound is good. A save button and some kind of story progression with eventual end in mind would go a long way.
Very awesome to not be punished (badge-wise) for finishing the game early.
Only real complaint about the game is that it is too easy... arrows are way overpowered, I think the only thing that ever made its way past my arrows (and only arrows) was arc devils in the last couple battles (well, and The End). Maybe a difficulty slider or something? -Keep in mind I played before the latest round of tweaks-
Also, kudos for putting in a pause button. Pause and mute buttons (in obvious places or bound to "p" and "m") are the most basic things people miss (and lose stars for :) )
Rated 3/5 originally ... great game except a few flaws:
the gunfire sound gives me headaches at anything over the softest of volumes ... too percussive. That could be just me, so only half a point off.
The play of the heavy tanks is atrocious. There is no noticeable armor boost (less damage from incoming bubbles) but you become a bigger target and less able to dodge. If the sticky cannon perhaps disabled the enemy's weapons this would be okay. Twice I got caught by an enemy sticky and a machine gun, losing hundreds of bubbles. Had no problems with any of the faster tanks. I wouldn't mind so much if this were just labeled "hard" mode instead of "heavy". half a point here.
Full point off for cripple-ware, but it seems to be removed now, so back up to four points -- excellent game in other regards, a decent upgrade to the previous version