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Reviews for "Puzzling War"

Alright.

Combonations to send out more units in an interesting and fun idea, however, though I did not find myself willing to play the whole game through I was sort of irritated with some of the factors.

1. Faster then the computer just gets boring after awhile. True the genre requires less of strategy and more of quick-paced do this now!, but I found that this isn't quite captivating for me.

2. The 'earned in battle' amount of money recieved was annoying because instead of informing me what I 'earned in battle' it was an account of my total money.

3. Though I am not quite sure how this played out by the end of the game, but I found it actually easier not to use any upgrades at all in the beginning. Gave me the advantage of not having to worry about too many different types of tiles.

That's all I have as I didn't work with the game long enough. I do hope you mind my criticism though as merely my own opinion, after all, that is what it is intended to be in order for your game to get its appropriate review. Take care and do well, you have potential.

it sucks

the matching system is weird

Needs some work

You have a lot of potential here. The matching/spawning system is a great idea, but the matching sprites are really awful. The colors are bland which make the board hard to pay attention to and a lot of the sprites look just like each other with a slight change. You should consider revising your color scheme is you make a sequel or an updated version, as I am sure that there were other people who experienced my frustrations. Overall, 5/10 for the great concept but lacking execution. Would love to see more from you in the future!

A for concept, D for execution

This is an excellent idea for a game. Mix the aspects of a puzzler with the strategy of a lane-based combat system. The fact that the puzzles make it difficult to execute the strategies is the entire point. The idea of using the puzzle to add some spice to an essentially-dead genre is a brilliant idea.

It's marred by a few problems in execution, though. For one thing, the grid is too small. I understand the necessity of making the grid that small--it allows you to identify the sprites. But if there was any way to expand the grid, do so. The second thing is that using sprites as the things you have to match is an interesting idea, but the sprites look too similar. I think it's because the sprites are all humans, and therefore must all have human features. I understand that there's not much you can do about this either, but I'd suggest replacing the sprites with symbols that represent them. There's a reason Bejeweled uses brightly-colored geometric shapes--they're easy to tell apart.

Finally, there's no strategy involved! You toss out whatever matches you can find, hoping pathetically to keep things flowing before the enemy castrates you. Next time, implement a lane system, so that players have to manage both the act of getting troops onto the battlefield and the lane-based combat system implemented by other games. Now THAT would be a challenge!

All in all, a great idea, but there were too many problems for it to shine.

too easy

no really bad but too easy, I finish the story without lost a game...