Oh, and why do pawns keep crossing the field even on defensive mode? Are they trying to harvest the enemy farms? ---- And one more thing: a defense rally flag or similar, since getting new units to advance to help your current defensive line is kind of tricky in the current system.
Hm, restart works now. Interesting that you can still build units you don't have a building for. Queen and King mode do look impossible; two thing I would suggest for them: (a) let the player build during a pause or countdown at the start since the AI starts with everything placed, and (b) make the enemy start with zero or at least much less gold so there's more of a limit to how fast they whomp you. (c) More starting gold might be a good idea, enough to build a tower, one queen, farm, and some pawns if you want to go there, or several farms, a camp, and one mid-level building maybe, and a few units ...
Ack, sorry for the multiposting, but one more thing -- pause button in all games (ever) please! I don't even have kids and I still need to get up for interruptions all the time, and I never want that to lose me a game of something.
More shapes to shoot would probably be nice (though having a 'one shape only' mode for each one would be cool too). I would personally go with triangles divided into thirds, pentagons divided into fifths, etc, for different shrapnel angles, but if you'd like to emphasize the tetris connection then doing something with N-ominos would work. ---- The graphics feel really crisp for something so simple, though the ship is rather reminiscent of a doorbell button. ---- Oh, and please add Kong highscores ... it can't be harder than mochi; just auto-submit them at the same time you call the mochi interface, there's examples on the site somewhere.
Nice, needs more than one tag ... Minimalism and Mouse Only fit. Probably not a physics game though having an eye for gravityesque parabola shapes is good. ---- I don't really see the tetris connection currently, and it's more like a topscroller than space invaders (though that's a nit); I do get a Missile Command vibe from the combo chains, though.
Oh, and there's something odd going on with the combo counter. It feels like it gives you a random amount of time to get the next bubble in. I suspect what's actually happening is that it's counting time from the moment the bubble hits so the time from the last combo notice appearing to end of combo time is variable; I'd suggest making the timer run from the end of the notices and make the notices for the separate kills from one bubble appear a lot faster if the timing seems too large then.
I naturally did both of those tips in the top comments: bought one level of pumps, then maxed out blades, then got the rest of pumps. I got one extra level of body fairly early on, but I almost never needed to repair (not that it hardly costs anything anyway). ---- Not sure I actually LIKE the game, but it was interesting for 20 levels or so
I agree that the lack of defensive structures is kind of a problem; some kind of healing unit, repair, or at least someone that fixes up tentst would be a great help too. Also, some of the in-game badges are super-hard.
Also, though, +5 developer cool points for putting full documention in the program itself, instead of vastly incomplete documentation and/or only having a redirect to a html (or, ffs, video) guide.
Having a few maps only available on your sponser site is only an itty bitty disappointment; the tower type being sitelocked much more so. Especially since you can still buy the tech upgrade for pirate ships. ---- Hotkeys for sending attacks would be great, as that's the most repetitive clickwork in the game. Even an option to one-click send instead of select-and-click-button would be cool. ---- Not being able to save campaing progress is a major turn-off. I really don't know if I'd ever feel like / have time for playing that many times in a row.
Jumping height is rather oversensitive, collision boxes are a bit too large, and the game advances a frame after you die so it often looks like a BS death anyway. That bit at the end really shows off all three of these issues. Other than that, it's ok.
It's like some kind of crazy military version of Tapper. ^_^. Ended up getting bored, though. Would have like some information as to the health of the base and when repairs are available (you have to make a kill to repair again?).
Not bad, but wow are the later ones so much more refined. The overflow tubs alone add so many possibilities. This one seemed super-easy to me, maybe just because of the limited amout of configurations of stuff that could even sort of be in the right area.
I just came along for the challenge, but I like up-down counting solitare anyway. What really makes this one nice, for me, is that you don't have to clear every card to succeed and you don't have to do great on every game in a set; a lot less frustrating than plain pyramid or whatever, for me.