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Game comments and reviews
Aug. 04, 2012
'Twould be nice if there was a version out for the android.
Aug. 20, 2011
Well, combining rhythm games and td is certainly an interesting twist and I am certainly impressed. Questions though, is there anywhere that explains what's going on with the blank waves and how bonuses work?
Aug. 18, 2011
I have to say the visuals are awesome and the way the levels flow together is great. I just wish the "jump to" feature was actually useful. As it is it resets all of your progress, not just your progress on the played holes, meaning you can't use it to go back and get wonders.
Jul. 16, 2011
Well, the game works, but with only two power-ups and no upgrades it get's kinda boring really fast. Also, the fact that the secondary turrets seem to shoot randomly is anoying, since they can knock the rocks back into you and they tend to miss most of the time.
May. 22, 2011
Fun game, though the extra energy ball kinda bugs me. I feel the walk-through deserves a special mention (I needed it to figure out just which notes on the music box converted to the valves on the horn). Unlike most walk-throughes which force you to watch a video from start to finish to see how things are done this one is an interactive guide; meaning you don't need to see the stuff you don't want to, or get more hints than you need. That's a VERY good thing in my opinion.
May. 21, 2011
At first I thought this was a ridiculously boring game (if an interesting social experiment/art piece); then I realized there were upgrades and it became addicting. That said this game would benefit greatly from some music and it might be interesting (though unnecessary) to add either custom/selected avatars or progressive changes as you upgrade (actually, come to think of it, this would be kind of cool to see on XBL:A with avatars).
May. 19, 2011
The way your attack choices are straitjacketed into a very basic and repetitive pattern makes it hard to keep interest in the game and the fact that normal bolts destroy each other as effectivly as defense bolts AND have a chance to do damage means there's no reason to use defensive bolts (until the game starts forcing you later on, but that's even worse because there's a good chance you weren't upgrading them).
May. 15, 2011
This would be cool as a power system in an actual game, but on it's own it gets kinda boring fast. Also, episode three where previously invalid combos become valid is just cruel.
Apr. 28, 2011
Great art, good story and nice music. The only thing that stopped me from giving this 5 stars is that a few of the puzzles are overly obtuse or unnecessary (feeding the husk and finding the flask being the two most annoying examples).
Apr. 20, 2011
Could be an interesting exercise, but since the pieces don't stick, a new piece drops as soon as the old one hits a wall (even at the very top), and the rotations wonky it's more annoying than anything.
Apr. 16, 2011
I can't say I like this one half as much as the other one. For some reason the upgrades and weapons just aren't as fun and both the laser and missile weapons break the game towards the end (one's a constant bomb the other requires no interaction what so ever). The ability to use earlier versions of some of the visual upgrades would be nice (especially the avatar). Lastly I have no idea how to get champ or complete but as I have all upgrades and no challenge I've gotten board.
Apr. 09, 2011
The sniper bots are really annoying. The fact that there seems to be literally nothing you can do to stop them from lowering the platform seems slightly unfair. I would say something similar about the nerve gas, but you could choose to take the hit on that one or arrange things so your projectiles hit it. I'd suggest making it so the snipers either drop really fast without parachutes or that their appearance doesn't cause the platform to lower.
Feb. 06, 2011
Interesting take on the whole demolition genre, but the cup mechanic is a bit lax.
Dec. 06, 2010
There are to many arbitrary orders and to many points were you're not sure if something's relevant or just a bit of scenery. These two problems make each-other worse but also seem to be the hardest part of the game. None of that is good.
Nov. 25, 2010
Good concept, but it's kinda buggy. The game has a tendency to lock up and occasionally the blob won't eat. The biggest problem by far, though, is that there's a large lag between clicking and puking and sometimes it simply won't puke.
Oct. 25, 2010
It's a good game but there are some serious balance issues. By the end you're just stupid strong. I was able to beat the final boss without letting him attack once and tore through the final city with ruffly the same difficulty. Also the ending is a bit disappointing.
Aug. 16, 2010
This is pretty meh. While I understand that the point of the game is that the guide lies to you the shear frequency and lack of subtlety make it more annoying than clever. I found my self ignoring the voice after the first screen, and with out that this is merely a rather poor platformer.
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