This is a solid game, and more fun than pretty much any tower-defense game that I've played previous. One thing I would ask, improvement-wise (aside from the things people have already mentioned in top-rated comments) is the ability to check statistic on existing units. I mean, cool, my gold generator ranked up. What does that actually mean? does it do it's job better, or just have more HP?
Dear Sky Dragon: It seems an age since I sent you into the field to assault the castle of the Goblin Horde. lesser troops have understood the task before them. They have pushed past you on the battlefield, only to be brutally slain by the blackguard goblins from which you were sent to protect them. Had I wanted you to protect our castle from the Horde, I'd have told you to retreat from the field. I believe the order I gave was Assault. Please understand, I care for you a great deal, but I didn't invest money in you to watch you pirouette in the middle of the battlefield and waste my precious time. Come the next battle, I'd like you to stay in the upgrade grid. It's not you, it's me. I don't like you.
Much regret, Epic Overlord.
PS: If you see the pixies, tell them I said to stop passing living enemy units, and cop to the fact that they're useless in a fight.
I've noticed that many games on Kongregate get their own chat rooms. Is there any way Anti-Idle could? I think that would be super-sweet. I don't know if this issue has been raised before, but yeah. Good idea, I think.
While I think that the idea to make a viewable world is a little far-reaching, what might be cool is to have equations which have three or more components. Also, if you're going to make vodka and beer, why isn't alcohol + worm an equation which yields tequila?
OK, Now it loads. Awesome idea, ET. It needs some re balancing, though. The difficulty curve is jaggy, and the power-up distribution is all over the map. One game I get three in a row, the next I don't even see one. That said, even with all the flaws, this is 4/5 and favorited.
The T.D.F section... If you do too poorly on it, there seems to be no recourse but to refresh the page. I tried mass-mobbing about 20 waves of creeps at once to win, but they spawn at the same rate, and really don't get any more powerful.
ATTENTION!: Linking profiles resets your account, and full functionality only exists on the www.elementsthegame.com version. Here, you will be unable to play top 50 matches, or use fullscreen. REGISTER AT THE HOMEPAGE FIRST! please, do your part to keep this in top comments until this is fixed or added to the game description.
unlike most of the people who are voting low on this piece, I have no objection to almost non-interactive gaming as art. The controls you are given over a character serve to form an immediate emotional connection to that character, as with the alien in this piece. However, there is no such impetus for the player to form immediate connections with any of the other characters. Work must be done to assure that, in a case like this, the player has a reason to sacrifice the only character he or she has a tangible bond with for the sake of NPC's. This piece takes a shortcut to this, having the NPC's feed the characters avatar. It is ultimately unsuccessful, and I am left shielding them for no other reason than because I am told to. My eventual death leaves me feeling nothing, because in forcing my avatar to take actions that I have no reason to believe he would, you have severed even the emotional bond which the controls served to create. 1/5.
Not bad, But it's missing something of the original. For instance, in the original, that last ship was faster than fast, no matter what. In this version, as long as it doesn't change direction, t never speeds up.
A true masterpiece of design and implementation. The subtle romantic undertones are laced with irony, and the gameplay highlights this nicely. I suspect I'm not well read enough to catch some of the more obscure literary references, but I appreciate those which I did catch, especially the rather sideways nod to Kafka. It's rare to see so much thought put into a video game these days, let alone a flash game. I predict that RDTSBWTR will be a subject of study for generations to come.
The insanely long alarm and "mission" times make this game feel like a preloader. Seriously. it's all "find a place to hide, now go get a sandwich and a cup of coffee. Actually, you know what? you ought to get started on paying your bills, and isn't it time you got a haircut? Yeah, go do that, tehn come back, and the alarm will be over, and the manhole might even have opened. Oh, what's that you say? they haven't found the body yet? well, have you thought about making some fossil fuels?"
Needless to say, I'm not impressed.
This isn't a bad little toy. I'm a little disappointed that I can't choose the gender of my apprentice, and I feel like there needs to be slightly better in-game documentation, but I'm looking forward to getting a bunch of different endings.
At first, I was enchanted by this. But for it to keep being interesting, it needs, well, more. A more featured background, more weapon upgrades, armed clones, even the occasional clone in a funny hat would be good.
While I support the effort, this game needs something. This seems to be an attempt to look into the epic life of a fantasy creature that lives for hundreds of years. Yes, there are many ways for it to play out, but that's where it breaks down. the game is short and clumsy, and needs refinement before I would suggest badges for it. That said, I'd really like to see said refinement, so please, get back to the drawing board!
This strikes me as a pale imitation of Chipwits... Not that I figure you ripped anyone off, I think I'm the only person alive today who remembers Chipwits.
This needs if/then/else statements
Also, the difficulty ramps nicely for a minute, then takes a violent leap at level ten. Having to write down my sequence, then search for repeated phrases for my subroutines was cool and all, but sprung on me all of a sudden. 3/5