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I thought the game was rather fun and had a good level of challenge without being frustrating. While I haven't experienced the control issues other people seem to be complaining about I have noticed the problem of losing from a ball shot from your own cannon that would have caused an explosion and normally have saved you. It's a minor problem but a large enough one to lower my score to a 4/5.
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gameplay should be improved, it's a good game, but frustrating at times because of crappy handling, i dont mind losing, but i do mind losing because the controls dont respond properly
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I was just about to post this comment when I saw Boneless had already mentioned the issue. The decision to make you lose even if the ball you fire below the bottom line would have caused an explosion is arguably justified. But a fireball that is about to barrel through the bottom level ball? Come on, now.
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If you have a red ball in the lowest row, a green ball above it, and a green fireball in the cannon, you lose. The fireball should go through the red in to the green.
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It starts quick, but then the levels drag on... it quickly takes 8 minutes a level and you won't notice it... you'll waste hundreds of hours on this game...
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I guess there's a reason this is in the "Shooter" section rather than the puzzle section. also, there's too many colours. if i start seeing wisteria on there, i'm going to be pissed.
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neat game at first, but the controls tend to be unresponsive - also, I think this would be more suited to keyboard-commands. and, yeah, it gets to be pretty much just dumb luck in the higher levels... mostly whether you can use a lighting/bomb to free another lightning/bomb, and keep doing that till all 3 pieces drop...
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e) please let the p-us fall faster. In level 52 a new line spawns faster then the p-us reach my cannon. f) the last levels were no fun, due to difficulty. I played the last 3 because I was "almost done", and not because of fun. All in a 3/5 for me. But I wouldn't play it past level 25 anymore.
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Ok, after I completed it, a few things; a) in the end it's a game of luck. Sure, you need some skill, but even the best skill won't help you against the RNG. It seems to me like the developer just increased all difficulty settings to a point at which it gets hilarious. Faster waves, more colors and the need to catch a coin or two won't work. In the last levels it's just using a lighting to get the next bomb and vice versa. b) sometimes the game doesn't react to the click. If you make a game depending on clicking speed, you should make sure that clicking works. c) sometimes it's pretty random which power-up you get when there are multiple on one spot. Actually I even think that Murphys Law comes into play here ;). Please make it more controllable which p-u gets collected. d) talking about p-us: make the fireblast upgradeable. It sucks in 90% of the cases in the last levels and is a waste of time if you collect one in the later levels.
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Level 47-50 took me way too long, I earned almost 2k$ which is useless because I've upgraded everything. Disappointing, why spend an hour more on a few levels if the money won't help me have an upper hand anymore.
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it is a good game, but nothing new compared to other of the same type.
shoot the colour, explode the targets, get money
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an okay game but i wouldnt say much else... cause i like these games... but itd just the name of the land... i mean come on... Gemland? i could of 3 right now... maybe not right now now... but yea...
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Oh and the puzzles are nice, but since you can't catch even half of the falling gold, it's no fun to see 10 coins raining.
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Is fun up to level 25 or so. Then the new spawns are just to fast to counter one of the "bad luck on the RNG" events.