I sincerely hope a sequel is coming soon. I don't know how many times I've played this game, but it's definitely in the high 40's, maybe low 50's. It's just so good. I gave it a 5/5 and I favourited it. I love the simplicity of the game, the ease of controls, the logical upgrades, just everything. I think the only things I would change for the sequel are having a choice between upgrading all three perks instead of two at a time, seeing how much money a wave will give you, giving a better storyline (why you're being invaded, who the invaders are, that sort of thing), and being a bit more specific on how you get mana back. That's really all I can think of, just some minor things. If you don't use these suggestions, the game is still absolutely amazing and I will continue to play it over and over, despite already knowing what will happen and how to win because, simply put, you've created a masterpiece, a work of gaming art. Thank you for this.
All you have to do to beat the game is put all three units on the first tower the first time round so that you can get a ton of the enemy waves down to the tower to defeat it. On the second time, put one or two of them there, depending on your success from the previous waves, and you'll beat the first tower. Now focus on the next tower, without letting the other one get too out of hand. Buy the bottom row of upgrades first because overall, they're better and you can be without the bombs until those ones are bought. I always went with upgrading the push on the spearmen as the priority, with one point going to attack and two to defense. For the knights, I had attack as priority, though I had three or four points for push as well. I didn't bother with defense since it was already at 3. For wizards, I almost completely went for attack, with one point in push. With a little perseverance, you can beat this game with relative ease.
In case nobody else figured it out, it's a bit pointless to upgrade your health when you get the choice. I always go with attack because then my base attack goes up, and health still goes up. I've never really cared for critical. I like having a huge attack.
To continue my previous comment, the controls are pretty loose, so I think I'm stopping in one spot when I end up two feet away from it. It's also annoying having to figure out what the new enemies can do by actually having to fight them, rather than a brief blurb about them. The constant "WE HAVE A NEW GAME ON STEAM, PLZ GREENLIGHT" notifications before and after levels is possibly one of the worst things about this. We get you want to get Steam to sell your game. Once is enough to let me know that. 3/5 for much wasted potential.
This take on the Sentry Knight series is interesting, but I'm not sure I like it. I feel like there aren't enough upgrades to really have any advantage at all. A lot more of the same enemies and a new enemy shown every once in a while doesn't make it a new level in my book. It's the same level with the smallest amount of variation possible. An upgrade that would allow more projectiles to be fired at the same time would completely change my opinion. Also, a different way to use the spells would be nice. Attempting to use spells whilst also trying to dodge all the incoming enemies isn't what I would call a fun time.
I hope this game makes it past the greenlight, but it needs a few improvements to do that. I think the biggest thing would be a co-op mode to make the higher levels easier. Also, having a storyline would be nice. Some kind of log to keep track of the different types of enemies would be awesome, like their strengths and weaknesses, how fast they can move, stuff like that. Differing levels would be a plus. It feels like every level is the same one but with a harder difficulty each time. Perhaps you could make the AI more intelligent so they perform different formations, create their own strategies, so on and so forth. Overall, this is an extremely well-made game and I really see promise with it. I'm gonna vote for it on greenlight. 4/5
I'd just like to say that there's a difference between a TCG and a CCG. A TCG is a trading card game. A CCG is a collectible card game. The point of a TCG is to trade cards, and the point of a CCG is to collect all the cards. These can be genres of the same game, but they are somewhat different card game genres. The title of this game has TCG in it, but then the description goes on to say it's a collectible card game. And from the looks of it, you can't trade cards with anybody else. So why would you call it a TCG?
I'm gonna have to agree with everybody else here and say there's not much difference between the first and second games. Because it's so similar, that takes away the fun factor for me. There's also not much reason to upgrade very far, since it takes forever to gain coins to buy upgrades, and the game is so short. There isn't much challenge either, since you can lower the difficulty so much so that every level is a cake-walk. I'm gonna have to go with a 2/5 for this. Not very good, I must say.
Simply because the difficulty level of the 14 level to the 15 level is so steep, I don't like this game. It's stupid, but it kind of isn't. All the other levels can be beaten in a few tries. The 15 level is next to impossible.
So I'm doing a defense quest and I have two guys left and one of them won't die, while the other keeps walking since I can't reach him with my three square range. Then when that guy gets to the edge of the screen because the guy I was fighting wouldn't die, I'm told I did a terrible job, despite being able to make it to the very end. What. the. ****.
Is it just me, or does upgrading speed do close to nothing? I realize you don't want players to get to the end with the snap of a finger, but actually being able to see results after upgrading speed would be very nice.
Hey, do you like games? So do we — that’s what makes Kongregate the best source of free games online. We have thousands upon thousands of free online games, from both one-man indies and large studios, rated and filtered so you can play the best of the best. Read more »