Also, the upgraded towers aren't enough better. I seem to stall out around level 19 whether I've had a good game or a bad one. At that point, most monsters are getting around, and I'm typically out of lives by level 22. Even one where I felt I had really gotten a lot more max towers than usual, I barely squeaked into level 23. Each level of tower should be about 4 times the power of the level below it. (after all, it consumed 3 towers. It isn't fair that making an upper match reduces my overall firepower.)
When you make a row of 4, 5, or a T or L, rather than just making two towers, you should make a special tower with a special power. i.e. Blue 4 makes a slow tower, Blue 5 or T or L make a freeze tower. Red makes explosive shots, yellow makes deadly snipers with huge range. etc.
I would like this game a lot more if it didn't keep ignoring my click. Far too often, I click a cell and drag, and it doesn't start to notice until the cell I drag to, then it drags that one away. Otherwise, I like the idea.
What does "kills to death" mean? I thought that it meant the ones that I killed myself, but that doesn't seem to be it, since I just got a high score for it in a level that I killed very few.
I was enjoying the puzzle until 17, which I looked at and said, "not again." At that point, I was sick of the color-changing sawblade and was ready for something new. Also, 16 was annoying because it didn't have a way to change back to the original so I had to use the reset. Why didn't hitting R work for this? It's a keyboard game, don't make me reach for the mouse for a standard function.
It's missing the view of the next ball after the current one, and the ability to switch out the current one for the next. Also, it takes too long to get interesting, and then gets too hard right away. Level 5 and lower are too easy, but then level 6 beat me twice. I'm not patient enough to work through 1-5 again just to have another try at the interesting one. If I could skip levels, or if you restarted always at the last level (or maybe one below the one you last lost on) then I would have liked it.
Very cool. It was quite scary! And I liked that you could see the ghost's reflection or glow a little before you saw them. Possibly give them footsteps or something so that you can hear when one is close. Finally, I NEED the power pills. Please, please! Nicely done. (Also, I agree with the other posters that a dot counter is needed, plus a pointer that points towards the nearest dot, at least once you're down to 25% of them left or so.
I liked the game play, but I hate the end, or lack thereof. You need a final boss who comes after you clear the field, or at least a huge, crushing last wave that lasts a little longer than chef mode does.
It's not clear where I'm supposed to move the police car. I brought it out through what looked to me like the exit (the black and grey striped section) but nothing happened.
Not bad. The clicks that you have to make when something is in your hand are too small of a hit box. When you are holding, say, the key, you can't tell where the action point of your cursor is, so you should be a lot more tolerant. Also, you need better memory -- after I take a note, for instance, if I move the whatever that was in front of it, the note is there again. Otherwise, the story and the puzzles were quite good -- there was nothing that made me annoyed once I got it (as there often are in escape games). Fix the two issues I mentioned and I'm ready to go 5/5.
Very clever! It's been a while since I've seen a NEW idea. You not only have one, but you've executed it quite well. In the second or third bonus round, I was a little put off by the jump that you can only make if you walk out to nearly the last pixel before jumping, well past where intuition says you should have fallen. Other than that, I really like the game. I love the ones where just jumping around won't get you there, you really have to figure it all out.
I love these kinds of games, and I think you did a nice job of making different situations that call for different tactics. I'd love to see a few more features: auto-feed from one stronghold to another, upgrades, where some later scenarios are just unbeatable without certain ones. Otherwise, a nice implementation of this pattern.
My guy suddenly gets slow, I don't know why. When respawn, leave me invulnerable at least until I can see my own guy. I had three, nearly in a row where I respawned on top of an NPC that seemed overpowered. I was half dead before the screen even scrolled to where I was, and completely dead before I moved or shot at all. (Other NPC's did not seem as powerful as he was. I don't think I imagined it, but maybe.)
Also, your geography seems screwy. I pass, in order Grand Canyon, Golden Gate, Mt. Rushmore, then Hoover Dam?!? Am I going in circles? (Hoover Dam is very close to Grand Canyon.)
Art was ok, except why so dark? It's just annoying! Also, the long falling sequence between levels is just boring after the second time you've seen it.
Finished with 7/10 marbles. (What are they for?) Anyway, a bit of a clickfest, or at least a hover-around fest. The places you actually click don't look any different from everywhere else, except that you get a hand when you hover. I'm looking for more of a reason to look somewhere. Also, I'm not wild about the inventory where it is. I kept thinking, "Oh, another marble, only to realize that it's just the marble in my inventory. But it was good enough that I finished it. I'd say 3.5 / 5 if I could give half stars, but I'll round up.
Ooo yeah, that jump is pretty cheeky. Sorry about that. Glad you enjoyed the rest of the game and saw it all the way through.