nvm, tried speed shooting just now. Seems to work...inconsistently. It's not a slow computer or old Flash player on my end so there may be a bug in the code somewhere.
The delay between being able to fire balls is infuriating, as my inclination is to rely on speed. I understand it's part of the game design and I'm not really complaining but a visual indication of readiness would be nice. Clearer visuals on the drops would also be good. Solid game in general.
Not bad first try but the buff/debuff visuals could use a reworking--our at least have tutorial explain blinking = bad. Needs to be dead obvious at a glance. With ships this big normally the hitbox is smaller than the sprite. With upgrade/buy system this may not be an issue overall but it disconcerting. Overly busy upgrade system/screen. Too much going on for too little gain: if you go for this depth, streamlining the presentation is crucial.
To D3M0L15H3R "the only physics related concept to pool, is hitting the ball and how much power is behind the bball. other than that, geometry plays a bigger role."
Where the cueball is struck (creating English, top spin, and bottom spin) is a crucial part of billiards play. This is not a sim, so it doesn't matter but your statement is incorrect.
Terrific puzzle game. The rotate feature is well done but completely useless.
Don't be scared by the math talk: it's third grade stuff. Logic puzzling is the play.
The music streaming hook is cool. Clever. The game is functional. Millionth solitaire is millionth solitaire. The six of hearts is truly odd. I see how it happened but if you want new card layouts (ugh) at least check and/or hand make them. Only 52 in deck.
I'm all for minimalism and also learning-by-doing in games but I've got to peg this one a dud. Long ramp up time. The rotation speed control is neat but there are no hooks for how to set things up to use it. Enemies coming in randomly from offscreen, not much change on rotation speed anyway, etc.
Showing the location+level just run on results screen would be a nice tweak. May be only me but sometimes forget which I'd been trying to finish when four or five tries in I want to switch riders. Also, laughed aloud at a Prisoner reference. Don't expect to see a not well known English 70s TV show pop up in a game.
Bug: if you get a personal best multiplier it displays that on both Last and Best for all runs until game is reloaded. Also, it'd be nice to have game track best score.
Patapon graphics + real time + hangman = interesting idea that ain't working. Hit vowels, solve and if you can't hit letters in order of frequency. Whack button to make a troop whenever it is up. Game won.
Time and care obviously went into this. Instead of iterating its design I'd move on and make new games.
Fun. It's extremely game-y (bounces, large close masses) but that's not a bad thing. Some levels start with and many can end up with ball selectable under the mouseover pop-up menu. Can still select but 100% hidden. Some levels can end up with ball at select too far from goal/see all of the map. Saw no bugs, only those UI problems.
UI during a level is not good. The requirement/timer/bomb limit info is spread around the screen. When the timer is active there's no time to check it all. Either move it to one spot or do a next level info screen instead of a last summation.
"supercharged91: when i logged back on and clicked continue it started a new game "
If your other games are also reset you cleared your Flash. Not game's fault.
The world most definitely did not need another computer solitaire game. Dear god no. However, if such a beast had to be made this is how to do it. Slick and smart. Reluctant but well earned four stars.
Lemonfish: API stands for application program interface. Sets of tools/rules/etc to develop for a given platform. In this case, the Kongregate API that allows badge awards from the site to be hooked into a game.