I dislike platformers and loathe the slider game. This combination is brilliant.
All mechanics follow naturally. Never saw a *must* reset state (even when trying to force one) of the puzzle. No "and now thing #2!" bomb/timer/color match/crocodile additions.
File this one under "sure as heck didn't see that coming".
I'd love to know if it's the creation of the one living Dan Dare fanatic or a sign that the maw sucking down match games with new art will soon be large enough to devour the Earth.
Sadly, it's probably just a marketing tool for some ill-conceived Dan Dare revival movie.
Straight clone and it runs. A person sick of the other ones may enjoy this one. Next week, the sports themed one, baseballs that become soccer then basketballs before fading. Then EGGGs The Expanding Gassy Geese Game. And so on.
Brings out my obsessive side. Sides: good and bad to that!
Very cool to see and fiddle with the intermediate step between the math of curves and the finished approximations in use by a program.
The explanation of backdash shows -> regardless of direction faced. A small thing but may confuse some for a second. Text could be changed or the arrow react to character facing.
Not my thing but someone will likely enjoy it. A couple suggested tweaks: speed up the countdown after rounds (I spent more time watching cards be ticked off than I had playing) and make the outline for selected cards stand out a bit more.
Sand dragon synergy example is wrong. Says yellow & luna but shows red & luna.
Maybe add a mouse over tooltip for what the bonuses do instead of click?
Good game. Same basic problems as the first (many baffling ring combo bonuses, luck can swamp play) but fun as ever. Well done.
If it had zombies, towers, and a sniper rifle to match three differences it'd be the ideal parody of a Kongregate game. A lousy but well coded shmup with many types of gold--identical except for useless achievements--to buy lots of unimportant copycat upgrades.
I may have fallen asleep somewhere in the middle of the sixth level.