Level design shows a lot of hard work and great effort. There are parts of it where it's obvious that things were just thrown in not to be challenging, but tedious and annoying. By a certain level, the player has proven they understand certain concepts of the puzzle, and by putting in easy and time consuming puzzles followed by precision jumping, perfect time execution puzzles, you don't accomplish fun, you just made your game look longer because it always took 30+ seconds to get to the real puzzle. Kinda lame, but otherwise, well made.
Level 16 is a little screwed up...I've got 4 maxed to 100, and he's got 2 maxed to 100...we're at a stalemate since our fire rate is equal and we're at the same power. Even though I should have the advantage, since I have more area, it doesn't matter since each one can only target one other. Kind of BS...I get the strategy that you have to keep both sides, but this is just impossible to complete the way I've done it, even though it'd be nice if a time out feature were active...X time spent with no change or little change insize and the one with the more area claimed wins
2/5 - requiring pixel perfect navigation w/o extremely accurate controls on the final level, where every other level could just be over powered isn't fun, it's just frustrating. I really wish more developers would understand that frustratingly difficult does not equal fun for the majority of players. For those that are masochists, make harder modes, not near impossible normal content.
Level 19 I have to make a random leap of faith to even see what's below. This could be fixed by allowing a zoom out feature, which would also help minimize confusion on some of the other levels I had to back track just to see what had changed or where I was going again.
Not a bad game, and I love the concept of it. My biggest problem is that it's way to fast paced to actually try to implement a strategy half the time, it all becomes a zerg rush and the build up to it. Also, the AI is incredibly stupid, which makes it take even longer to complete a level. There's no way to tell them just to hold a spot, they insist on attacking further, which brings them in range, and gets them killed. Incredibly annoying to have to tell your right flank not to attack every 5 seconds or so.
Really good game, but it feels like a there was a lot of work put in toward the beginning, and then other ideas just sorta got thrown in. Grammar is terrible in a few places, and it sort of distracts from the game. There are actually phrases missing, and the combat system is way to unbalanced. It is fun for a few minutes, but lacks any real challenge.
Sorry, but with a ton of tower defense games out there, this one is just sub-par. I'm sure many have noted the lack of details given about the towers while playing, and visually, it just doesn't stand out. I tried memorizing what towers were what AV programs only to find out that did me no good. Other than that, using actual AV programs as names for towers just seems kinda lazy. This is every other run of the mill tower defense game, reskinned.
The hold mouse to auto fire is an obvious flaw, but did anyone else have a major problem with almost every color in this game being pastel? It got so hard to see where I was aiming, what I was aiming at, or even what I was shooting.
It's not as much challenging, as it is tedious. The further in you get, the less room for mistakes you have, up to a point where it takes many attempts at the same mindless activity. Challenge=fun, but hard doesn't always mean challenging. It would have been more entertaining if the solutions weren't blatantly obvious for every stage.
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