Feels awful to crap on anyone's work, but that UI is just plain worse. It's a super simple game so spreading everything out and tucking the functions away in a consolidated area is rather bizarre. It takes either extra clicks or extra mouse movement to get to, and they're either default hidden (so you don't develop intuitive memory of where the icon is that you want) or pinned open obscuring the service sector.... At least I needed to get off this ride anyway and think I will now. Thanks for the game!
Learn by failure, wrong first input causes fail even if immediately switching to right input, randomized so not a memory game. Basically 0 game design twitch game, worse than a quicktime event? At least it's kind of stylistic but put your efforts toward writing & animating a story and put it on youtube rather than making a flash game...
Don't think there's ever been a game that I've changed it back & forth between 2 & 4 stars rating so much only to end up at 5 stars. Definitely love/hate, and you have to come to understand that the early frustration is the flipside of the later payoff. There's a real learning curve, plus a difficulty curve not within a game but for your whole time playing (with the medals system and big RNG).
To people saying Endless mode is impossible, maybe you haven't found that you can swap in other spells mid-battle and use them. Any non-equipped spells will keep their recharge timers frozen though, so keep them available until you need them (against the boss with 2 forms, when there are too additional many enemies on screen). And after you use all your spells on him and beat him, use your downtime to work down all the recharges again by swapping each spell in (consider that your real long-term resource to manage). Normally just have equipped the 3 main spams and avalanche/gargoyle I think, those are medium-cooldown good spells.
Level 20 brilliant: still requires some luck with mana potions, scrolls, and trap procs, but at least not as much as before with no mana fountain. In my opinion you want to go: mana fountain, bottom lighthouse, top lighthouse, sacred stone & trees blocking the 2nd 'crypt tower' patch, top boat. You have to spend mana confusing the smuggler while in range of the outer crypt until it gets an insta-kill proc or he finally dies. Need some mana for meteors on the first iron guard unless you have great scroll coverage waiting for him. Need an inferno tower at the bottom to hit divers underwater, and you can leave the bottom boat alive until you have plenty surplus mana.
Bugs (in my opinion): 1) Scuba divers often pick up gems while feared, I don't think that should be possible (happens a lot on level 20). 2) Iron guards' invisibility duration stops counting down while turned into a chicken -- I think it should be simultaneous timers to allow counter-play.
"Give me one good reason why I would go Frosty Crypt way instead of Dreadful Crypt"
--> Basically if they're not in a great position, at least the final upgrade for Icy crypt gets great range boost. Also the freeze aoe stun is great, and these towers are quite useful against the flying robots (can't be feared)
Tower updates for anyone who never really looked at the encyclopedia:
Orc towers: across the board moderate DPS nerfs, except for bunker den which got about 30% DPS increase (now far & away best DPS tower). Rocket den nerfed particularly hard, almost halved its DPS in exchange for a bit more splash.
Undead towers: minor / basically no changes. These were & still are mainly utility and not damage in this game.
Undead towers: basically across the board 20%-50% DPS nerfs. Overseer(laser) towers were least hit, and also got range buffs. Inferno(aoe) towers got biggest nerfs with no buffs, they're just niche usefulness now. Beholder/Ifrit both have decently nerfed DPS in exchange for range. Basically undead towers should feel a lot more like sniper orc towers.
Sorry update to previous comment: turns out it's just way more important to use your first 3 skill points in the lower tree for +1.5% damage and then use meteor twice (neither were important before update).
@Kyudos: You really missed the idea with this game if you're playing just to feel more powerful by getting leveled up. The challenge with the CT games is to try to beat all the levels with as low player level as possible (least upgrades). And if you were already maxed on upgrades at lvl 16 then you must have replayed a ton of levels already because you can brilliant the original game (15 stages) and be under lvl 30. But I agree the level design tanked with the new stages where you just have to max upgrades and still play multiple times to get lucky for brilliant on some levels.
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