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Game comments and reviews
Dec. 27, 2010
Game doesn't register when I try to press 4, 5, and a third note at the same time (all other combinations are fine). This is a problem for some of the songs on hard. Please fix.
Jul. 23, 2009
As with all of DJStatika's games, controls are awful. But at least Achilles and Warlords were challenging because of their awkward controls. This game is just boring and uninspired.
May. 17, 2009
With one pirate to go on 101 challenge, the game glitched, the pirate disappeared, and now I can't win. It took 3 hours to get thsi far because of your horrible lag and memory management. I don't know how such a broken game got badges, but honestly I don't need those badges that badly.
May. 05, 2009
Worst lag ever, on low quality. No excuse for it either, because this isn't exactly graphics intensive.
Feb. 20, 2009
Honestly, enough of these games with death achievements. I have almost every other achievement, except for 25 and 50 deaths, and it's kind of a waste of time to start 30 more games just to suicide. At least make quitting count as a death.
Feb. 07, 2009
This game is unparalleled. I am truly floored. From the graphics to the gameplay to the wit, there is honestly nothing I can complain about. It even runs on my laptop without causing the thing to overheat! Well done, sir.
Feb. 06, 2009
Honestly, I'm not getting the complaints about difficulty. After about ten games, I only once had to worry about my shock level--it's normally very easy to keep it under control. That said, there's just some poor design in some parts of game. Collision detection is awful. I shouldn't be able to be killed by a die that is half-faded out and about to disappear. I shouldn't be killed by a death die that is a good centimeter above me still. Also, even on low quality, this game brings my laptop to its knees. Perhaps better memory or object management?
Dec. 19, 2008
Also... what the hell does your unit level actually DO?
This game is flawed in so many ways. Copters are the strongest unit in the game, which makes the "more advanced" units worthless and obsolete. If I start with 160 mana, I have a slower regeneration rate than if I start with 20 and raise my mana pool to 160 within the level. So upgrading your starting mana is a disadvantage. The turrets are all but useless, since if you can afford one you should also be able to afford enough troops to keep the enemy from ever coming close enough to the turrets to damage them. The game gets easier as you get into the "harder" levels. There is no challenge. This is completely boring. Meh is all I have to say.
Dec. 18, 2008
Badges for fan-content for a game that shamelessly promotes another site? Yeah, makes sense to me! [/sarcasm]
Dec. 14, 2008
This was great until I finished all but the last quests, and I was 1000 or so faction points shy of being able to accept the last quest. That's pretty annoying. I don't want to kill 200 enemies just to do one more quest.
Dec. 12, 2008
Please, please add a quality button or key. The game starts to suffer from crippling lag when I get into the 100s waves.
Dec. 05, 2008
Please, please add an option to turn off tips. Once you get into higher waves, they end up distracting you from crate contents and incoming planes/arty.
Dec. 04, 2008
Hated this game at first, but the more I play, the more I like it. The "waves survived" reported to the Kong API is unusually low, though. If the longest I've survived really is 48 waves, there is no way I could have gotten the Meritorious Unit Commendation (1000 waves in 25 missions). But I did. Something is wrong here.
How is it that I got the bronze star for passing 50 waves, yet on my high scores in the Kong API, for waves survived, it says 42? This is really annoying. I only lost one man during those supposed "50" waves and should have gotten the bloody badge.
Nov. 29, 2008
The learning curve on this game is not nearly as difficult as people seem to think. Still, I lost interest around wave 15 or so... the levels just stopped being different enough. Personal, I find it more interesting when there are more enemies with less health, rather than fewer enemies that take many hits to kill.
Much better now that the bullets are changed. You need to make the HUD more prominent. I don't check my score or the "Damage inflicted" indicator at all, and I definitely don't read any of the messages while I'm playing--they're too small and they all distract me from the enemies trying to kill me.
This is actually pretty good for a first-time TD game. Just the path logic for a TD game can be hopelessly complicated for a beginner. That said, here are some of the pitfalls you've fallen into: (1) Towers that all seem the same. I can't tell the difference between the towers, apart from the initial damage/speed/range. Towers should be differentiated based on their special effects or growth rate or things like that, and we need to know those differences so we can use strategy. (2) No way to tell the cost of an upgrade, or the result of an upgrade. How much does it cost? How much will my tower's stats go up? (3) Balance/difficulty, as people have mentioned. This shouldn't be too hard to tweak by making tower upgrade cost and/or enemy health go up exponentially rather than linearly. (4) Enemy variance: Creeps are all the same. Make them different--movement patterns, weaknesses, etc.
This is basically the shootorial + epilepsy. I could barely figure out what was supposed to be an enemy and what was supposed to be a power-up.
Despite using the shootorial graphics, it still has some innovation in the weapons system. Still, would have been more interesting if the bullet levels did more than just increase the damage a bit. Enjoyable enough for a few minutes, nonetheless.
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