Leave Cthulhu Alone
We've all been there... Friday night, just hanging out at your house at R'lyeh waiting, dreaming, for your cult leader servant to finally complete the ritual that will grant you unlimited power. But then, all these lame-o cops, Miskatonic professors, mystics, and asylum escapees just had to show up and try to ruin your fun. Good thing your very tentacley touch brings the corrupted servitude of madness. Still, you'd think they'd just learn to Leave Cthulhu Alone! In this flashpunk tower defense game from Loserville Express, messing with the old ones has never been so much fun!
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This game was actually quite a bit of fun. I had quite a bit of trouble after the introduction of the Druid (I will give no gameplay details about those guys, except that I despise them), but the game became much easier, and even beatable, once I discovered that I could move the pentagram with the arrow keys. Needless to say, I felt silly.
Though some trappings of tower defense are there, the fact the resources at your disposal are given to you, rather than chosen, really makes this play a little more like a puzzle game than a strategy game. Though, of course, there's some overlap between the two. That's just an observation more than a comment.
I'm a big fan of the humorous treatment of the fairly direct Lovecraftian trappings though. There's no need to use silly parody names or reinvent the wheel when using the Cthulhu Mythos for comedy. Anything that bold-facedly serious and stark makes for great comedy.
I'm really stuck at the level with loonise running around in strait jackets. I've havent found out what their advantage was except that they seem to replenish my energy bar quickly...
Help please!
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