Score: 5
"Okay"
date: March 28, 2004
It seemed like a fairly inventive game (even if it bears a resemblance to my own rol-ovir/skears series ;p).
One thing I'd say is that when only the top door is open, the game is as dull as normal water. It's only when two or more doors are open that it starts to be any sort of challenge. I mean, I can just leave the blue blob just above the exit and have him take care of that part of the game without any input from myself.
It seems as if the difficulty rises somewhat slowly.
Then, when the 3rd door opens, to have the purple blobs appear makes for a momentous rise in the difficulty level and it kind of seems as if too much happens at once at that point.
I strongly suggest the bottom door should open much sooner than it currently does. Also, there should be a replay button at the end so we don't have to right-click or reload the page. (Our high score should be kept in memory of course.)
Also, I find it really annoying that after laying 4 traps, we can still use up our points that way even though it doesn't actually do anything. Maybe the option should be dimmed?
After dying for the first time, I felt no real compulsion to retry, but carried on, just so I could properly critique the game.
It did become rather enjoyable as I discovered the way that defence could be relied upon to extend play and white blobs heal the core, adding another wee dimension.
However, once I'd managed to raise the speed, the game became stupidly easy. When the speed was maxed out, all blobs could be taken care of without ever needing the speed boost. And the circle of death, combined with the defense raiser would take care of any that got through.
It's kind of like 'defend your castle' in that after a while, the game loses any challenge, but unlike that game, it's not as instantly appealing before that point.
You'll need to really change some of the mechanics to make this a good game.