I agree with the commenters pointing out the low difficulty level, but in particular I think the boss levels could be spiced up. I was disappointed early on when, rather than cleverly shifting and dodging as I expected, I was told to just switch to elephant form to block the boss's shots (seemingly undodgeable missiles otherwise). Still fun, but falls short of fantastic potential.
The number key inputs for the badges are not working for me, either, and I'm on Windows. This is a major disappointment, because I was hoping to be able to complete the "Yo Dawg" quest, and I will not be able to if this bug persists.
Good concept, but certain things make it unplayable. I share Darkruler's concern, as my workers attempted the suicide rush as well, and I also think that more control over offensive units would be a great step forward. Even something as simple as three buttons: Attack, Patrol, and Guard Base would be enough to allow time to save up soldiers for a mass attack, rather than a series of kamikaze dwarven rushes.
Sometimes, when I buy a new barricade, approximately half of my other barricades disappear. This is shaping up to be a real money waster, and is a pretty serious glitch. The barriers still show up in the "Build" screen, but not the game screen, which is what matters.
I wish it would take a little longer to stop the run. Sometimes I'm just trying to back up so I can accelerate up a hill and the run ends. Also, I have no idea how strikes are obtained or how they differ from regular kills. I would appreciate it if this was made clear.
A couple of rules not mentioned or wrongly described:
1. It seems that black tiles subtract one life every time they are flipped, not every time they are matched (this is explained clearly in the directions, but not in the game).
2. You do not need to clear the board of black tiles in order to win a level.
Other than the above issues, I quite enjoyed the game. 4/5
great game, but there seems to be no point in unlocking additional firearms if you can't customize which ones appear in-game. Even if this feature wasn't accesible in the campaign, I would've appreciated it in the multiplayer. Otherwise, I thought it was a great game. 4/5
I like the idea, but the execution seems a little flawed. As much fun as it is to create good pieces, the game seems to punish this and instead reward those who write meningless strings of notes to beef up specific sectors of the TD map. Another issue is the previously mentioned disadvantage of having to create a whole new piece of music every level- yes you can save a piece and reuse it, but if the tower slots are in different places, the level could be quite difficult. All in all, a good game. For the contest, 5/5, an excellent musical creation. As a game, however? 3/5.
It would be nice if you could use coins to train skills, like in the old games. The mini-games are becoming slightly tedious, and I have more coins than I know what to do with after having maxed out the energy option in the first tier.
While better controls are often suggested, I would also like a way to sort parts and/or bots. When I'm experimenting w/ strategies and parts, it would help to have the items organized in some significant manner.
Great Game, with just a few faults I could find. First of all, the auto-scrolling gets annoying. Secondly, spray-gunners with the "Grenade" perk tend to throw their grenade at the enemy they have just killed, defeating the purpose. Lastly, it irritates me that when you have a unit shooting the enemy's core (usually a sniper) and he is being shot by an enemy, he will simply ignore the enemy and continue to shoot the core, dieing as a result. Great game, but these small fixes could make it even better. 4/5
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