Upgrading powers has an annoying little target. You have to click on the neck of the crystal, instead of taking a click from anywhere on the crystal? Really?
Dear Nhim: Then I'm a troll. Adding philosophical trappings to a poor game makes it... a poor game with philosophical trappings. I don't go to flash games to learn how to live, I go to flash games to have a little fun.
The pouncing thing is cool, and the actual puzzles are great. Maybe I don't have 'flash jumping WASD game skills", but frankly, puzzles that have no difficulty other than "jump perfectly from this location" are... frustrating and beneath the inventor of the rest of this excellent game.
Much improved! My biggest complaint now is that on the start screen, I can't figure out where my cursor is, making it difficult to figure out how to select worlds.
The best that can be said about this game is that the paddle actually reflects the ball. You have one very basic mechanic right. Everything else needs work.
There's a pretty good puzzle game in here trying to get out. Difficulty level needs to ramp a little faster, I think. Too bored after first world to keep going.
I like the game, but... the lack of a restart button in game means I never, ever want to see the 'likwid' screen again. It ultimately seems counter-productive to annoy potential customers and turn them off to your other games. You should fix that.
Nice game, but it never changes. Annoying that when you win a level, it leaves your mouse in an unfortunate spot. Perhaps a click to start the next level, instead of immediately going into it? An some sort of advancing difficulty would earn a higher rating.
Don't care who made it. Not acceptable for the same reason it wouldn't be acceptable if a black, asian, indian or any other brand of person made it. Genocide is not a laughing matter.
I hate almost all games in this genre. Hunt the pixel and read intentionally unintelligible glyphs to figure out arbitrary puzzles that even when you resort to the walkthrough, make no sense. Bleh. But the story and art still rate a 4/5.
Personally, I like that planes follow the absolute shortest path out of the map, and that the priority for towers is ground units. Adds a little challenge to the mazes, you have to keep ground units away from the towers you intend to target air units.
I've had to adjust my score downward due to irritating bugs and unhelpful interface. The more I play, the more they annoy me. 1) WHEN I CLICK ON A TOWER OR PRESS A HOTKEY TO BUILD A TOWER, THAT'S THE TOWER I WANT TO BUILD. DON'T MAKE ME PRESS 'C' TO CANCEL MY PREVIOUS BUILD, I ALREADY TOLD YOU WHAT I WANT TO DO. 2) 'Invisible tower' can completely destroy a winning juggle setup.
It is addictive at first, but ultimately frustrating. If you are going to have limited continues, you have to reduce the luck element. I think it's a simple tweak: Let me discard a tile and get a new one, instead of making me redraw the entire set. Limit the number of discards I can make to keep it challenging. This lets me work with potential matches in my hand, and should add a bit more strategy without altering basic game play.
Now that's more like it! Interface is much cleaner, nice job, kazama! Still some bugs: From the shadows, the aforementioned helicopter bug looks to me like it's actually balloons, that were intended to go north and south, but are instead going east to west. I think you could do better if a unit is accidentally trapped - right now the unit teleports somewhere and apparently prevents the track from finishing.
But it got enough better to rate a 5/5 from me.
Casteling works, just click on the king and then the appropriate rook.
Dunno why it's "Rambo". Unless it's for how stupid the computer opponent turns out to be.
Nice interface with some issues, but ultimately a horrible opponent dooms this one.