Tired of waiting?
Click here to disable ads!
You are not logged in. If you sign up for an account,
you can gain additional voting power over time, allowing your vote to have an even
greater impact on submission scores!
I have been working on this game on the side for a while now and it's finally done. Watch my site bulletpattern.com for new games and rants.
I updated Tarnation to use MochiScores. Only 2 people have gotten over 100k.
Playing this game has resulted in a headache
While I agree with MagicalSarai on the positive components of this game, there are some things that I found particularly annoying.
The blue tars, while having "less" health than the others, move at a rate faster than is necessary for the game. In other words, while they have less health, they are still a smidge too fast, making them one of the most unbalanced aspect of the game.
My recommendation would be to either give the blues far less health, or slow them down a tad. Since they are still BARELY faster than the others, I would think the former may solve the problem.
I always found myself budgeting an unreasonably large portion of my flowers to blues, simply because they got to the water before I could kill them. It wasn't that they were too fast, but that IT WAS DIFFICULT TO KILL THEM IN THE TIME GIVEN. That's the main point, hence the caps.
Another interesting thing about this game was the behavior of the flowers. Much like any childhood swing set, it was an interesting combination of intuitive combat and just plain skull-fuckery. It was very frustrating to watch flowers I had released slowly bore an enemy to death, but quickly jump onto the next enemy (who, by this time had reached the water and had no hope of being killed) and attempt to cluster-fuck him to death.
I can see how this could incorporate into strategy: focus on one of the type on the screen, and your flowers will become much more focused once that one's dead. But the short life span of the flowers nipped this tactic in the bud...pardon the pun.
Overall, I found myself continually cursing when I failed, but at the controls that seemed to sabotage my efforts, rather than at the tars themselves.
Still, throughout the frustration, I enjoyed the concept of the game, even if there were some flaws. Well done. 7/10 3/5
nice how u brought enviromental issues in the game.
Difficult, but original and intriguing!
I found this game to be a breath of fresh air. While i cursed the heavens frequently... it definitely made me think about what I was doing.
The concept of the game is sound and offers much in the realms of strategy. You have a garden full of seeds and depending on how you drag your mouse... you make a certain color of flower. These flowers attack a certain color of enemy... so on and so forth. The catch is... that you have to consever your seeds and your flowers. Use up your seeds too soon, and a different color enemy will mop the floor with you. Make too many kind of one color flower... yes they will mop the floor with the enemy, but once all enemies of that color are goen... good bye flower army.
There is surpising depth to this game, and I find myself very happy to have run across such a gem. IT is a solid addition to the newgrounds defense category. Well done to the creators!
Creative, and original. Certainly enjoyable, if a little short and until the final level, very easy. I would like to see a few more options/features to justify a second or so play-through. Otherwise, visually pleasing.
interesting concept but needs work
Graphics were good and the idea is an interesting take on the usual castle defense game but needs work. Upgrades are almost a must with defense games and could possibly be improved by just clicking on the seeds to attack the tars. Good effort though.
An addictive and challenging simple math puzzle game
And so it dreamt.
Help Eddie get his watermelon so he can finally spend a nice and relaxing day at the beach
newgrounds.com — Your #1 online entertainment & artist community! All your base are belong to us.