badges were a disappointment. for all the time you have to put into the game it awards 2 hard and no impossible? there should be a hard badge for finding all hidden levels or getting all amulets. another impossible badge for maybe finishing all modes for all levels
great sequel with a new twist. much easier than the previous versions though. i didnt even need to use a walkthrough for this one. the end song was awesome. overall a good job
game was too easy. it's not that hard once you realize there is always a mass wave towards the end of each level. good game overall, should be longer. more levels, more ships
has the bugs been fixed? i enjoyed playing this on agames but stopped because it was so buggy. to have a good game like this last on kong it has to be bug free. players on kong are critical when it comes to buggy games and ratings
has potential but a lot of things need to be fixed. weapons automatically shifting to a slot at the beg of each level is bad. let us choose what the default weapon should be. and we cant arrange weapons once they are purchased.
good game but the lag / slow movements prevent this from being enjoyable. i played the original on first generation PCs. think it was called powerball so this game has potential. also, it helps to know the formation and player # associated with their position before entering the match. i put speed tough and tackle into #1-4 thinking they're the frontline offensive guys but #1 ended up being the goalie. if you allow us to customize stats there needs to be more info about which players goes where on the field
this is just like shopping cart hero. the bad thing is to have badges count in feet, mph, etc and the game report in $. how are we supposed to know how close we are if you give us stats in $
the game is much easier compared to part 2. the game is also not very well balanced. i have 7 maps left and i'm only on level 5 for skills? i thought i would advance faster in the skills tree by putting my points into fast learner but with the small amount of maps and slow exp gain it doesn't make sense at all to go this route
there is a generic much better of this game that came out on newgrounds a long time ago. the random placement position of the lights on some levels made this a lil luck than skill. example would be lv 20, why would lights be on a latter scheme? the difficulty of the levels should increase by # of cars cleared and within the amount of time. not by where you place the lights. more lights and more streets as the level progress would seem more appropriate for level difficulty