This game would be a lot better if two things were in it - better AI for your companions and a removal of the grind. Every level past the first few becomes fighting until you either die or run around in circles waiting on your cooldowns. I have yet to have a level where my companions didn't die because of stupidity which increases the difficulty needlessly.
How did this even get badges? And after it got badges, how did it get selected to be a game of the day for the Kongpanions? This is quite possibly the worst "racing" game I've ever played. And the music is atrocious.
Great game. Only thing that makes this a 4/5 for me is, as others have said, how hard ti can be to line up the putt. I get wanting to show the beauty of the entire map as the events happen, but it should then zoom into the hole for a better playing experience. Also, having to restart the entire game just because you messed up on one hole is sort of frustrating.
The issue with this game isn't rubber banding (which really isn't in this game at all). The issue is that your car is, by default, faster and stronger than the other racers. If you never upgrade your car, the enemy never does either. I beat the whole game with the second car you can buy. Bosses are super easy since they're so much bigger, you can just spam them until they drop. If you max ammo it's even easier, as with the x2 bonus you can get up to 68 rounds.
The main issue with this game is that it's a ported Google Play Store / iTunes Games shovelware title. It's meant to feature in-app purchases, that's why the gold costs are so high. That's also why the controls are so terrible and unresponsive. Not sure why they keep porting these things over AND giving them badges.
The biggest issue with this game is that the input lag is terrible. To get the hard badge you literally have to be clicking and getting a slice in every second, but when you click faster he still goes at his same, dull pace.
The arrow ninja are easy as pie, it's the dashing swords that always kill me - mainly because they always seem to home in on me inside of my dash and intercept me as I come out. And because of the input issue, I can't click fast enough to dodge.
Interesting, but I think the ability for you to run back and forth and basically farm EXP and loot kinda makes the difficulty levels pointless. You can basically sit there and overpower your hero to one-two shot the dragon at each difficulty tier.
For those stuck on level 11 (Temple of Sagra aka the Indiana Jones stage): Invest in Necromancers. The skeletons they produce are far better than getting a barracks (which feeds the savages early on and makes the waves tougher). I three starred it only using Axe Throwers, Crossbow Towers, and Necromancers. Make sure early on you put an even number of archers and mage towers to each side (as the Shamans protecting for phys and magic alternate which side they take). When you hit the Blood Tricksters (aka the shamans that make zombies) use your Hero to target them if you don't have the necromancer towers yet.
Once you get the Necromancers running (I had four towers, with a death knight on each one) you'll easily overwhelm the Blood Tricksters and get more skeletons in the process.
I find it slightly humourous, after completing the entire game, that the temple level with the savage warriors/blood tricksters was the hardest level in the entire game to get through. The final level and boss was so simple it wasn't even that much of a challenge.
Just can't get past the temple level where it's wave 14 and they spawn two of the necromancer tribesmen.
It seems a bit broken that my fully upgraded towers can't take the guy actually resurrecting the zombies. It also sucks they come back at FULL health/resistances and still count as 1 life lost if they get past.