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O-kaaaaay.... I just did Zone 17 and now facing Zone 18. I'm going to put this as civilly as I can: I like the game mechanics, graphics, and sound. But the level design? You should consider outsourcing the level design to someone else, please. There is a LOT of potential in this game, and it's being wasted due to the lack of a proper manual and poor level design.
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The game was really awesome at first and I had fun as the difficulty slowly ramped. Suddenly, however, difficulty shot up and it seemed to become less a game about strategy and more a game of a precise sequence of moves in perfectly choreographed action. Then, once you reach a certain threshold, it's monotonous sweeping up of the last few enemy cells.
I liked the game concept, but execution of the higher levels simply wasn't "fun" for me.
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MAJOR HINT TO PLAYERS: The tentacle is counted as being composed of units. *Where* you cut a tentacle is important. If you cut a tentacle near the source, then most of the units that composed the tentacle will rush the destination. If you cut the tentacle near the tip, then most of the units that composed the tentacle will retreat to their source.
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At first, I thought this game was good, maybe 4/5, then I got to Level 10. Any game with that terrible of a difficulty ramp deserves no honor or respect what so ever. An upgrade system or a level advancing part, anything to save this game, because it does have good gameplay. But right now, it basically sucks. 2/5 for potential gameplay.
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The level structure is really uneven, too. 17 is just a random trick, and then 20 is pretty easy after the awfulness that is level 19....
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Good concept. Reasonable execution. Complete lack of an instruction manual. 2/5 until a PROPER instruction manual or tutorial is provided (a link to a walkthrough video does not count). 4/5 assuming an instruction manual is provided.
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I'm giving this a fiver on the grounds that the well-done addition of tentacles made me play, and enjoy, a game belonging to a sub-genre which I usually hate.
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This game needs a sandbox level for people who want to customize their own battle. Heck someone + this so the creator can actually see this LOL
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ok guys... for everyone yelling about lvl 10, you dont know about cutting the tentacles correctly...
O---/---O If you cut it at the middle, 3 points of whatever go to one cell and 3 go to the other
O------/O if you cut it like this, all of the points of whatever go to the first one.
so how does this help?
The first one belongs to you and the 2nd one needs 3 occupied to be captured... If u connect to it, it has to slowly chain 3 points of WHATEVER IT IS to the cell to capture it, but you could cut it like this
O/------O and EUREKA!!! instant capture
Capture the first two small nuetral cells like that and then you have more stuff to play with than your opponent.
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Even with walkthrough can't beat level 8 seems rather impossible, like something went awry after when it was published. 3/5 for now
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The biggest selling point of any game is the ability to finish within the players own talents. This game totally denies that, instead forcing you to rely on a walkthrough. While smooth and fluid the game is simply too hard, while I don't think difficulty is bad, this is game breaking.
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okay, 17 is just annoying. I understand the whole concept of the level (this is the one where you have move through a huge space with only 16 pods, and three sets of pods). I've gotten the timing practically perfect each time, only to have to retract when I'm surely only two or three away and I just couldn't move the mouse in time to get the last boost I needed. That level needs reworking. other than that, 5/5
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Why do I feel so violated when I lose...??
5/5, great fun game, which actually requires some skill and thinking, on top of strategy...
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love this style of game, the whole power transfer between organisms seems somewhat unintuitive but other than that its a great game.