Spell Hotkeys are needed. I just lost my Brilliant rating on round 40 of 40 because I couldn't click Meteor quickly enough, on the fast Ninja boss. BOO. I might even down-rate you one star for that one.
If all your gems have returned to the cave via the Demon skill "Return Portal" by the end of the last round, you should still be able to get a "Brilliant" rating.
"All-Seeing Eye", "Beholder Temple", EvilEye Temple"? What a joke. They can't even see Ninjas. Upgraded temples should be able to see Ninjas. Straight up. A talent reset button would be good too. Other than that, very addictive game. 5/5
Meh. I like the quality of the audio and control responsiveness. I don't like how unforgiving this game is. It's like playing the board game "Operation" but with vectors and gravity. I do like that there's no vector decay other than the constant effect of gravity. Even still, this is more frustrating than fun, most of the time. I don't play games to get frustrated. Sorry.
Decent game, not overly complicated. However, it isn't interesting enough as a pure puzzle game. These old-school graphics demand a storyline worthy of 70s and 80s era D&D gaming. It isn't satisfying enough just solving the puzzles, because there's no reward. You set us up at the beginning with an intro storyline. Where is that, anywhere in the game? Did you forget??
Decent game. The upgrade path was enjoyable and not too steep. The game required concentration but was not so hectic and "busy" that it became a headache, like some other games of this genre. I also liked that there was an unobtrusive but mildly interesting storyline and a clear path through the game, so the player knows it's a finite game experience. I was hoping for a surprise extra level at the end, but oh well, no such luck. Another design change that might be nice would be the ability to access the upgrade screen without launching a new mission. In other words, the ability to back out to the mission menu from the upgrade screen. Overall, good game. I would play this again sometime.
Wait a minute. What's the point of a "Save Game" feature if there's no "Load Game" feature? I just saved a game, went to a difficult area, died, revived with 5 HP... went to load the game... Oops! There is no Load Game. Thanks for... uh, nothing, actually.
I've never played PoP SoT. Is this all the game is? Running headlong into 2D danger at breakneck speed? I like the forgiving interface, being able to reverse time when you %@!# up. Even so, I found it hard to enjoy beyond the first few minutes.
I get no sense of progress or accomplishment as I complete levels, because there is no "big picture". Is it just an endless stream of unconnected meaningless puzzle mazes? I mean that's cool if it is, but then why bother with the elaborate theme, artwork, and introduction story?
Good game, great graphics and sound. However, the game play isn't really that deep. This would be absolutely perfect for a mobile phone game. As a PC-based flash game, I'm not terribly enamored with it. The introductory splash screens implied there would be a plot. I've played through ten or so levels, and so far, no plot development has occurred. You might want to work on following through on that, for your next effort.
Nice game, very enjoyable to play. I agree with comments that a Pause button and a Retreat control would be nice. It would also be nice if you could specify a target for your tanks (closest, weakest, biggest threat, etc.) It seemed like they were picking a target at random sometimes. Also the tanks flipping over got to be ridiculous on some maps, and once a tank falls over, it's pretty much a stationary tower. This would be OK if the physics in this game were otherwise realistic and flipping tanks were an expressly intended tactic. However, it seems like a buggy oversight the way it was implemented, because it isn't reproducible and there's no way to deliberately flip a tank. I also like the Rachmaninoff-themed game music, very nice. Good job overall. I would play a second time, even without the improvements I listed, and that says a lot.
Nice game. The voice actor should have taken the time to familiarize herself better with your dialogue, and in so doing, learning to pronounce certain words correctly and to put the emphasis on the correct part of the phrases for a more sensible dramatic effect in some spots. Overall she was OK, but not great. The game play was pretty good - not too easy, but not beyond the skill of most people. I liked that there was no penalty for failure, that was a merciful design choice, thank you. The story had holes in it and was half-baked, but you made a sincere attempt at it, and I'd say it was above average. Keep up the good work.
My "Villainy DED-ur-ence System" (Deterrence) LOL. Don't you hate it when you unwittingly hire a voice actor whose vocabulary is exceeded by the script?
Very BSG-esque in the plot. What I don't get is, by the time I've won a level, humans can pretty well own and defend the terrain again. So, why leave at that point?
The ability to have a "fatal" crash while going extremely slow on the ground is the worst part of this game. "Oh no, I crashed at 2 mph. I guess my groupie DIED." Other than that, this is very similar to the original, with minor modifications. Don't get me wrong, it's still fun.
ArchZeratul, what do you mean "there's no way to know"? Do the walls line up or not? Just *look*. This is actually one of the most thoughtfully player-forgiving games of its genre I've encountered.
You need to make the controls customizable for us WASD folks who prefer to control movement with our left hands. Other than that, it is a very well conceptualized and implemented puzzle game. If I ran a software game company, I would hire you.
This is a strong implementation of a three-minute brainless arcade masher. However, that's a bit like saying "This is an awesome poop on a stick." It's still a poop on a stick. Not really worth playing ever again, for my personal taste. I can't totally condemn it because it was enjoyable for about five seconds.