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Game comments and reviews
Sep. 15, 2019
Possible bug... Square peg will not fit in round hole.
Jan. 23, 2018
Bottom bar says "Total RP spent", but it's growing in real time, so I expect that should mean "Total RP produced"
Apr. 28, 2017
There is an enormous memory leak.
Dec. 02, 2015
Who takes design notes from microtransaction games? What's fun about having to hoard special shots from stage to stage? You added a metagame that says we have to try to beat each mission in the most boring way possible to make sure we have the resources to beat the harder ones.
May. 22, 2014
2/5 for lack of hotkeys
Oct. 13, 2013
No reason to not autoclear everything around green numbers. Would concentrate the meaningful gameplay and reduce the meaningless clickfest.
Sep. 06, 2013
So the idea is to drive out into the middle of a pack of zombies, as far as I can, until I run out of fuel?
Aug. 25, 2013
Well done, though I really felt the argument to authority in the final chapter should have been dismissed with a "back it up" from the get-go.
Aug. 20, 2013
two gravity guns and chill attack.
Jul. 10, 2013
Backpack seems to be about 5% per level, which really isn't much of an investment, later on. You'd have to earn a million - a hundred waves or so - to make up the cost.
Jun. 14, 2013
Numbers such as "Damage +1" and "Health +10" don't mean much if we don't have any context. What's the base damage and base health?
Jun. 08, 2013
It's like one of those platformers where the gameplay is wrecked by the tedium having to truck back and forth across the game world each time you find a key, except here there's no gameplay, just tedium.
May. 10, 2013
I found clicking just about everything a bit tedious, but all around well put-together.
Apr. 21, 2013
Thanks for the persistent mute!
Apr. 16, 2013
A fair bit of the story text is nonsensical.
Developer Reply
I'm sorry about that. We're already working on the text revision :)
Apr. 03, 2013
4/5. Great, but there are quite a few levels with fake difficulty. Redoing the level several times to memorize deathtraps that can't be foreseen isn't fun. The Tunnel was a particularly bad example.
Why give us a big pile of racers who are worse than the one we start with?
Thank you! That was a masterful display of real difficulty in level design.
Mar. 02, 2013
Now I want gummy bears...
Brilliant! I love it.
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