Very clever concept which doesn't stand up super well to repeated plays. Uses a decent dictionary, thank you! A poor dictionary makes half the word games out there useless.
Maybe a little more time upfront and a little less on the back end?
Competently done but has the weakness of all trivia games: not enough questions. I got two repeats on my second play through.
Well worth playing once or twice, but has no legs.
Short version: got some problems but is very good. Play it several times before you give up on it.
Longer version: there are some issues with the implementation. Equalizing puzzle difficulty (more specifically that some more easily pooched on a badly timed jump than others) isn't quite there but no real suggestions for fixes. The difficulty of the game scales inversely to hardware speed. No idea how you could deal with that in Flash, and even on download could lock high end but control on low spec hardware.
Blah, blah. I loathe this sort of thing generally but tieing the actions to iconic gamer instincts is a brilliant move worth four stars right there. Nifty game and well beyond proof of concept. Doesn't need any explanations: a single (not mini) game is so short ya just figure it out.
As a piece of game design I'm going to have to chew on this one a bit. It raises lots of interesting issues.
Interesting proof of concept but the execution is everything boring about match3 and tower defense games combined.
The store doesn't kick into until a 30 round clear--no way I'm playing the world's simplest match3 again so it may as well not exist.
Fantastic presentation and production values. The gameplay is nothing I see myself coming back for but overall a classy (if possible given the content) game. Very well done.
Difficult to tell without recording the play and slowing to see, but I think the detection "hit box" for the collision may extend beyond the player and/or the enemies by a few pixels. If so, that's a problem. Are the sprites squares for collision detection? Is there an invisible whatever shape slightly larger than the displayed one?
Better English on the instructions would be nice but not a big issue, a single play shows how it works.
Very much needs a timer for two reasons. First, in multiplayer one person could stall forever. Second, the game is solvable before the first move if you stare at it long enough. (Takes me a long time; others may be able to do so instantly.)
For multiplayer making points gained/lost partially tied to time taken to make a play would fix both issues. Single player as a solveable puzzle it's fine.
Will have to try (and recomment) later after finding people to play with. The presentation is very strong but here's hoping it's not Risk-in-Flash which is my fear.
Get mechanics of working in Flash down then find a game to make. This isn't it but here's hoping you have one in you. It's awful but you already know that. Everyone has to do shakedown cruises.
As TheVeryEnd666 said it's a direct copy of another, better (though far from best ever) game. It's also not nearly as good or amusing.
And yes Bins, they did. Most tower defense games are dead boring tower clones. See game, copy game is interesting only as a programming exercise.
A) not a game, B) the doll model is creepy as all get out. Got flippers on both ends.
If you want to pin clothes on a flipper gal though to be fair it does what seems to be the goal: low rent Zwinky without invasive browser install.
Does what it was made to do well enough. The controls need to be tightened up in a big way. There's a lot of play in the cursor which is not a good thing in this type of game.
Darn clever game. It suffers from not explaining the scoring and particularly by the small size which makes quickly clicking, say, Swaziland difficult. I know where it is but hitting the one pixel is a bit rough.