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I was prepared to give this a decent rating till I hit level 10. Again and again I have all the bag guys falling dramatically in slow motion and this timer starts making it a race between the games flawed gravity and a 5 second count down. The game looses with a 1 star rating over this.
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I took one look at Level 32 and said "f**k THAT". 3 *'s; there's ways to be challenging without being THAT ridiculous.
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The lack of round objects rolling coupled with the fact that boxes roll better than the round objects disturbs me. And annoys the piss out of me. 1/5
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LEVEL 16 IS ALMOST FREAKING IMPOSABLE!!!!!!!!!!!!!lol no its not i keed put the bomb under the yellow "good guy" and can get past level 16 =3 IM SO DANG HAPPY!!
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While this game has a great premise and was a lot of fun, the thing that made me one-star it was the horrible, horrible physics. There is no sense of "rolling" in this game, nor is there any such thing as realistic gravity. All of the round-shaped enemies act like they're boxes, and magnets at that--I had three of them stack up at one point ON THE EDGE OF THE LEVEL! And the walkthrough for Level 22 is completely flawed; I'm on my tenth try (at least) and it's not working. Needs some work and refinement, but good concept. Still gets a 1/5 though.
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Requiring single pixel precision to place a bomb in a timed environment is 3 star failsauce. Combine it with chaos theory induced pachinko randomness and you can kiss your rating goodbye. Every level up to this one has been easy, seems like the only way the author could arrange for some difficulty was by requiring pixel perfect bomb placement. That is only a minor drawback in untimed environments, requiring that level of perfection when the balls are in motion is idiocy.