The thing that I miss here is a status on what configuration the towers you have placed have. Right now I have to remember if the tower I placed was a super speed or super power tower. A ring that shows the range of the towers would be nice as well for the same reason.
I like it 4/5.
There are some issues with the troop costs and life span of them. I find that in the first levels you should not waste any money on troops at all, at later levels you need a few strong troops to keep the enemy at a distance until you can use the super weapon. I find that the archers are not worth it as they die to quickly, even if you send strong ground troops first then the archer are slaughtered when they die. At the price of the troops you should have a retreat option so that you could call your soldiers back home before they die. I also think you should get a full refund for any surviving soldiers that are left standing at the end of the round.
This is more a game about quick reflexes than a puzzle game. I like the concept, but personally I think it would have been more fun if you could set the switches on timers so that the challenge would be in finding the right order and number of seconds delay, not basing the game only on quick reflexes and accurate clicks.
For the time being I give this a 2/5, but with a few improvements this could quickly turn into a 4/5 or 5/5 game.
Not bad, but it needs better controls.
I find that the battle system is a bit to hard to use, I found that it was just as well to just jump over the enemies than trying to kill them. Since you can't attack when carrying a nun on the way back you can just as well practice on dodging enemies on the way to the nuns as well. The rage sequence is nice, but it's not worth wasting health on trying to kill enemies on doing it. Graphics looks nice, but I do think we either sees to little on the screen or moves to fast to be enable to control our viking effectively. Oh and it would be sweet if we could pillage and burn the village that we are running through. 3/5
I don't like the fact that bullets don't have a trajectory. You need to actually move the mouse over the target to hit it, not just pointing the gun in the right direction. The way this game does it might make it more difficult, but it's annoying to have to move the mouse pointer all over the screen.
Why do you still get sounds at the end of the level even thought you have set it on mute? Mute should mean mute.
Other than that it seems like a decent game, but it lacks the little extra that makes it fun.
This is a series of random clicking games, half of the time I don't even know what have happen.
Gun on lamp is a good example where a short comment or explanation like: "you use the gun stock to reach the lamp".
And using dynamite on the door seem to be a bit overkill, I mean it's dynamite after all. Using explosives in the same room as you are in is a sure way to get you killed in a room, not escaping from a room.
Did it without the walkthrough, but I do agree that the color riddle was very random. Some of the hints only works in this game. Like the hint in the carpet, I can only imagine that the pattern went along the entire carpet, not just the few marks that the camera angle allowed us to see ingame.
Looks very similar to the last game. Much of the same critics here as it was there, the game looks pretty, but it is a random click fest with a few unlogical puzzles and items hidden at strange places. All in all this is a very decent game, but I do miss a bit of text in the game.
I like it, having a description of all the items you can interact with helps you without spoiling the fun. As for the riddles they do require a bit more work I think. Especially the first riddle uses information that I'm not sure if they knew in 1542 (the reference to them being old and hot). Maybe some hints would be in order? A thick book with loads of useless information as well as a small hint to the riddles would fit in nicely. All in all this is a strong 3/5.
Played this before somewhere. It's kind of like risk. You instantly loose if the enemy takes your capital. The black number is your strength and the red number is the morale. adding the morale and strength together and you get the effective combat power of the unit. The strongest army always wins.
A description that says what the objects are would be helpful.
I have loaded the cannon but I can't find anything to use as fuse. And why exactly did the ball need to be black to work as a projectile?
I like the game, but the logic behind it is kind of stupid (or badly explained).
Why do you drop an entire crew from a helicopter onto a boat? Wouldn't the logical thing be to pick up the people from the sinking ship and into the safety of the helicopter?
If the crew you are dropping are soldiers (or probably navy seals) that is on a mission to take out the ship crew to capture the enemy ship, then we should at the very least get to see some kind of an action sequence where your crew captures the boat.
Sorry, I like that you try to improve your game, but this really isn't much different from your previous versions. It's basically the same game as before, just with a new text on a few of the buttons.
You should probably mention that you control the helicopter with WASD.
My first impression is that this seems decent enough (although a bit repeating).
Hmm, the "How to" talks about using left and right arrows "to lean the jeep" was this originally a jeep game? Still don't explain the jump thing thought.