Part of the point of this game is to doodle while you wait for the sugar to get to where-ever it's going. It's sort of relaxing that way and the smooth music helps all this. This is why there is not fast-forward button and why the level doesn't immediately end when the cups are filled. Fine job.
This game is all about trying to make is so you don't have to worry about the third of the screen closest to your base on the right. As long as you keep enemies confined to the left two or, preferably, one third of the screen all your splash spells (fireball, plague bane, etc.) will do enough DPS to handle all the enemies. Use 1) frigid blast as often as possible to the nearest enemy (use judgement), 2) focus arrow fire on picking off fast/weak trash (bats, dynamite-goblins, etc.) 3) While nuking the first third of the screen repeatedly where you should be clustering tought/slow monsters. Hope this helps; plus if you like this analysis.
This feels so much like Kingdom Rush but obviously different... and... better! Full mobility of your army has the potential to be (and most likely was in the first release) a huge chore sucking the fun out of everything. However, the amazingly responsive designer put in a great AI for automatic target selection and good hotkeys and a pause for orders and lots of other user friendly tweaks to make the controls a breeze. The game is very well balanced and there is even a level or two which really take advantage of rogues forcing you to not rely just on tough meatshields guarding glass cannons. Excellent!
So unfair, unfun, and incredibly poor balance. 6 gold to draw a card and one time +1 food or skull? As compared to same price for 1 card and +1 resource per turn? And Marshal is so broken. And putting all real cards on bottom of deck is so dumb. This is a flaming bag of poop so I'm just going to stop stomping it now.
All the good power-ups are kind of passive: big-shadow guy, rush, nuclear, sawblade all just let you take a 5 second nap. What is the point of that? Look at that bison game for examples of interesting power-ups that still require some player input. Also, said powerups drop you right onto sawblades with no chance to dodge. And generally, unless you're hanging way back and not killing worms, the sawblades are almost impossible to dodge.
Second badge is long and annoying and the campaign battles against 3-5 star enemies with all upgraded cards are unfair. Consensus seemed to be that Majus is best char (I chose Crowe and hated him). Get used to your crappy starter cards because you don't get many new ones and can't use 2/3 of them. Pick you favorite and least worthless piece-of-crap card and upgrade it because you will never see 3 stars or higher (and even the 2 stars are rare and not that good). Arena gives bad XP so split time between advancing campaign and grinding earlier battles on higher difficulty to spend least time on this trash. Good luck and vote up for people to see.
A little trick (bug?) if you're having trouble: Press Space during a level and swap out one of the 5 skills on your hotkey bar with another that you don't have active. You can do this for free and each spell will maintain separate cooldown which does not count down while it's not on the hotkey bar. Not incredibly broken, but if nothing else you can get one use of each of your spells in rapid succession, which makes for huge burst damage against a boss, for example.
An interesting model for a nuclear reactor. The piercing bullet upgrade is like a supercritical reaction that burns itself out because it can clear the whole screen for a second which can be bad. The bosses are like control rods because they soak up the bullets preventing further reactions.
Good game but something is wrong. Using the root in the potion seems to make it ineffective. I used mushroom, spice, root, and herb and potion did nothing whereas walkthrough doesn't even pick up the root much less use it for anything. There's no indication that the root on the barrels won't help so that's a major oversight.
This is by far the best pay-to-play game I have seen on Kongregate. Actually paying does ease a lot of the frustrations that many have commented on but there is still a good amount of fun to be had without paying. And best of all, no energy system and no artificial limit on how many things can be built at once. You will still be very limited in what you can build and upgrade by resources, which is exactly as it should be. The combat is actually quite fun with a good mix of RPG team-building and fast-paced team management, though I think that having the ability to pause while you go through menus would not be out of line. Good work overall.
Very nice game. Great story, difficulty, and length. I love the interplay of the jump and attack mechanics in that if you fail an attack you can still jump over them but it's a lot riskier so you have to decide how to split attention between hopping along and trying to attack successfully.
Fantastic! Perfect difficulty curve requiring some practice and memorization but not too frustrating. Note well, short levels are the way to go if players need to be perfect. Combines all the well-used mechanics of this genre for some interesting effects and doesn't let any one mechanic get stale.
Awful game that is ridiculously frustrating and totally unfun with lots of bugs as toppings. The main menu bugs out ALL THE TIME making menu items unclickable and 8-8 or 8-9, whichever has you start in the air, doesn't let me use the spacebar to flip every time so I die immediately. Was this play tested?
Not a terrible game overall considering some of the awful, tragic game design. There is no indication of which stones you can move and which you can't making the puzzles a matter of guesswork. No locations are labelled making it hard to find where to turn in quests and where to go next, which might not be such a problem were the map not a totally unintuitive smattering of random crap. The enemies are really annoying in all the worst ways with guaranteed kill poison (carry antidotes, lots of 'em, always!), enemy spawns at the very edge of the screen where they can hit you during a scene transition, and very tough enemies that require no strategy. Given all that, the rapid leveling is pretty satisfying. Character build: 20 points to Student, 20 to Swords, 20 to Natural Armor, 3 to Axes, rest to Berserker.
Not bad game but very hard to follow when starting out. There should be an option to pause the game when your controlled player switches so you can regain your bearings. What often happens is I'm controlling a player and chasing an enemy ball-bearer toward my own goal when suddenly my goalie reclaims the ball and since I'm still pressing down he walks it into my own goal. Similar issue with tackle and throw being same button. To win forget passing and throwing and just boost the other 3 stats to just plow through the other team to the goal. Feel free to pass it to the enemy goalie and then clobber him to get around him reliably.
Some real bad design decisions hold this game from being pretty excellent. The hitbox is too large and unpredictable, enemy shots do too much damage while collisions don't do enough. Otherwise, this is a well presented simple game for an afternoon.
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