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98, but I doubt that I'll top that, for the same reasons others mentioned. Once the reds come out it's really down to the luck of the placement. Question, do the number of zombies on the screen influence how many zombies are added the next round?
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"when you think its over and remember theres a continue thing when you die and you got two lives :P oh yes.,.....YOU MESSED WITH THE WRONG PERSON MUHAHHAHAHAHAHAHAHAHAH "chokes and looses extra life"....son of a "beeeeeep".
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the last ball i shot was rebelious and had some hatred out for the zombies cause they went from 100 to 0 hp ._. THIS BALL OF MINE REALLY HAD IT OUT FOR THEM ZOMBIES LMAO XD
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95, but frankly, while it helps to set up good shots, I think an awful lot of it once the red zombies come out is just luck in zombie placement. If you keep getting holes you can shoot through, you can do tremendous damage; a solid wall means turns sawing through it. Get lucky more often, like I just did, you can get a higher score.
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I think you need to increase the minimum angle you can fire balls in. I am clearing each screen simply by choosing the most horizontal angle possible.
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I really like this game (probably a little too much). It's quite addictive. My one complaint is that the power balls are totally random. I've had games were I never see one, then I get two in two levels (usually when they are pretty useless).
I'd like some kind of progression or maybe a "use acquired goods to buy" a power ball.
I don't see how people are getting 300 levels at this point. Not without a lot of luck on the first few levels to get extra balls.
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God. His game DESERVES so much a replayability patch. I'm not sure if upgrades are the only way to do it. But SOME level of progression is warranted.
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I have a suggestion regarding any future updates. When you reach a certain level each shot becomes a 1-2 minute ordeal, especially whenever you get a shot at a very shallow angle that takes forerver to travel up and down, or when you get your balls stuck in a corner (hehe). One fix I see is to have the balls change value once you reach a certain level, like if each ball dealt 5, 10, 15 damage, perhaps with a color change to indicate the level of each shot.
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Anyone got any good strategies for 80+? Even if I can get balls up top to go wild, I still get overwhelmed in time. I see some people getting into the 200's, so there's got to be some good tips!
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87, which I think is about as much as I can manage. AlecPage: the supercoins flash different colours, they're really distinctive.
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Am I the only one who has zero idea when I collect a supercoin? Is there an indication? I end up wasting them all because I have no idea when they're collected.
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can you make it to where every zombie that dies gives you 2 coins and every time you clear a round you get 50 coins and you can sell the balls you got for coins and double the damage of the ball for upgrades and then tripple it so it does 3 damage and basically make it to where the damage is increeased then can you make perm upgrades that are two times more then the normal upgrades which last for one round? for instance all normal upgraes you can get (which theres no upgrades yet) caN be permenant if you pay 2x the amount of coins you normaly would pay
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I do wish that the hit boxes between the zombies were a bit more consistent. Sometimes it'll be hitting one along the path, and then it'll just start bouncing off of another zombie.
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great game, perhaps the blue ball can be saved for later, and not only right after you got it, some times i just have one zombie to kill with the blue ball
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this game is fun but id say it need more than just one continue before you die, ive gotten so close to beating my highscore only to have a 1 hp zombie move down and the game ends.
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I had an idea last night thinking about your game. You might consider adding Dungeon Wall pieces to advance with the zombies (to simulate walking through the corridor filled with monsters).
The wall pieces could look like this:
_ |_ _| |¯ ¯| ¯
I would recommend leaving the walls always open (no boxes) to avoid having a zombie trapped within it, or if you can ensure no zombie will be encased in an impenetrable wall, then add |¯| and |_| wall segments.
I hope that made sense.
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The tracer line when I am preparing to shoot clearly shows that the balls will go past a head I want to miss, but when I shoot, it hits the head and ruins my shot.
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Suggestion: have the zombies change color when they've been weakened to a "lesser" range, to make it easier to tell at a glance which nuts will be the toughest to crack.
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What I don't like about this game: The font for the score is unreadable for some numbers (88 is really bad). You can't see you score after the game ends. There is too much randomness in the game (when it comes to how many and how touch zombie bricks you get). Some things I like: the chaotic parts. Throwing in a bunch of balls and discover where they go and how much damage they do. A solid 4/5 and a game I have played a lot lately.
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You know. I was admittingly cautious of the mid-range ratting.
The moment i learned how to play the game 2 turns later, i was quite hooked. Very well did, Dev Dudeguy McWhatsyourface.
A rather enjoyable experience, the sound effects are quite appropriate.
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I love this, but I don't. It's fun. Relaxing. I keep coming back to play it knowing it won't last long. I wish there were upgrades or something to keep it going besides just playing it for a few minutes and then it's over.
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a neat little game,but judging from the highscores tab,you need to do something to prevent or punish cheating/hacking...