*sigh* What I would call 'quirky'. There are a number of things that could have been great, but fall just a little bit short. One would have hoped that the Speed button would have been as much a part of this genre as towers by now, but no, not here. 'Critical' hits seem an attempt to engage player activity but make insufficient impact to bother. 'Bonus' resources must be moused over, and the 'call wave early' benefit is insulting. No upgrades except 'researching' new tower-types, and 'resources' carry between battles. So, lots of quirks, not enough core gameplay. In the words of every archetypal old boxing coach 'Coulda beena contenduh'. In the words of ancient Greek philosopher Mediocrates, 'Meh'.
Well... it may or may not be a game. It felt like mindlessly clicking randomised boxes to me, but perhaps I am missing the point. MUD/ text-game fans might like it, or those who like being rewarded for clicking coloured boxes and arbitrarily failing or succeeding at 'missions' that consist of a star requirement that seems to have little to no bearing. More than enough stars? FAILED! 5/7? FAILED! 1/8? SUCCESS! So, neither fun nor interesting to me, on any level, and while there has probably been a fair amount of effort devoted to this game, it warranted precisely five minutes of my attention, before shrugging and moving on. Dull.
Sadly, this is not a game. No fun was had, and in all honesty, the only reason I loaded this and wasted ten seconds of my life on it was to see if the title had some interesting origin. Like everything else about this, it did not.
Minor efficiency observation: complete any level on Hard mode, and it will automatically grant you any and all completion stars for lesser difficulties. Only tested 3-star completions, because after all, Hard... is not. Made the playthrough very much swifter.
Mmm... I like the opportunity within the mechanism of level-grinding, so the arbitrary 'do the same level three times' is not game-breaking. This is comparable to a Games8/R2 re-skin of every previous game, but the only significant change is the overwhelming variety of monumentally unaimable weaponry. The drudgery of grinding through until able to purchase a vehicle with more than one weapon slot makes all of those tiresome "wheee, look at Random Firing Gun #10!" more irritating than screen-blanketing, making all of those early slots futility incarnate. Absolutely nothing new, and the shift to Unity only benefits mobile gaming. Neither in any way 'ultimate' nor 'one of the best shooters'... not even the best in this series. Yes, everything is still hand-drawn; no, that was never more than an incidental gimmick. Either innovate, or stop the resurrection-desecration cycle.
I am sure that there may actually exist a developer, somewhere, who puts time, effort, and thought into their *ahem* "Asian-marketed" games, but this is neither the game, the developer, nor the audience for such generic and derivative slop. Please, either tailor your games to the markets you attempt to win over, or keep churning out the same games to the same five credit-card-warriors who pay for the privilege of having their collective intelligence insulted as they bankroll each of your code-clones. Just because there ARE people who spend tens of thousands of [generic monetary units] on your output does not mean they will be found here. Until then, flush this so it finds its way to those whales that much quicker.
I log in to Kongregate. If your basic scripting does not permit using host details, I am certainly not going to create yet another throwaway identity for a game I will never play again ON this site, let alone OUTside of it. I thought there was basic Kongregate API Terms of Service on this?
Arbitrary clickfest. First click here, then click there, and THEN watch your kittens interact in an R2-tastic bumper-car arena with floating numbers. A few mediocre graphical rungs above a dull text adventure slogfest. To paraphrase the little-known Greek philosopher Mediocrates: "Meh."
Oh. Oh dear. This looked quite interesting, but by the end of the second level, having to manually click fallen coins, fallen materials, and enemies takes this from a thoroughly manageable defensive shooter to a nightmarishly counter-intuitive clicker. Maybe it gets better, maybe not, but the absence of polishing here has leeched any further interest in finding out. 2/5
Dear Devs, I noticed your new discount chest promotion, so here is why it will not impact me: i) fix the extraneous CDR; ii) better yet, let me just buy gear! I will not be giving you money so I can have a transient 'buff' AT THE COST of something permanently contributional. Early/Release Crusaders becoming nothing more than a 30% EP stockpile for characters exempted from 'regular' drops? Buying chests during limited events because they will never get gear again, only for the chest to give you purple CDR items, buffs, or yet another set of Frosty's pauldrons? Alienating long-term players in favour of the occasional short-term microtransactions? Oodles of Kreds, yet only a disincentival chance at gambling to purchase? Merry Xmas and I love the game, but your monetisation is paucity incarnate.
Okay, okay, you win: I quit. You are great, I am not. Never have I played such a lovely, gruelling little game that has punished me so relentlessly for wanting to do well. Long, dragged-out levels, a generic and virtually meaningless upgrade system, no learning curve before kali-bloody-ma. ( youtube.com/watch?v=KBIdcUxdgo0 for the young'uns ) I long for the day when games stop artificially bloating 'difficulty' and calling it 'strategy', simply because I was not on the dev.-team and do not have the explicit and sole solution. Too many new enemies, too quickly, while I attempt to fend off knights and ambulatory powder-kegs armed with toothpicks that shoot into space and avoid pogo-cavalry. 1.5/5
For what it is, it works. Salvage-survivor games are all too few, so this nicely scratches that itch. That said, wedging me in the corner of a terrifyingly-badly delineated arena with the antagonist coming from the middle is a truly puzzling design choice that took me several deaths before understanding that W/A is NOT a valid direction to choose. So, my young apprentice, in order for attacks to hurt less, you must trundle and putter TOWARD the incoming stream of bullets and missiles... 2.5/5
Colossal, grossly inaccurate, and grimace-inducingly badly translated description for a tired old game with a fresh coat of paint. It works well enough, but then again, it always has and always will. Nothing new, other than my raised eyebrow at seeing the Unity logo, and the subsequent WebGL implementation so it runs 'smoothly' in Chrome. Obviously a mobile platform port, but what a painfully bad choice of Unity game to enable on a generic browser. 2/5, because I had five minutes to kill: eleven levels and one Comment later, mission accomplished.
Something of a difficult experience to categorise: relaxing, therapeutic, thwarting, and frustrating in roughly even portions. The rate of decay of fireflies is just about right, although decay over uncovered areas is a niggle; the 'cap' on uncovered flowers is another minor gripe, just as I popped my "oh, so my horticultural expeditionary firefly fuel cannot exceed five sacks of petals?"; having so many minor variations of lotus seems like less of an incentive than a cheap sort Tom-and-Jerry aromatic nose-tweak. Four runs, and I started feeling less at peace and more critical... which may or may not be the aim, but focusing on specific goals to the detriment of achieving a state of zen could very well be antithetical. Arbitrary assignation of "this many batteries/gasoline cans/fuel cells" turns this from an unhurried cruise of discovery to an exercise in maximising efficiency. Taking your time to smell the roses - well, lotus blossoms - is infinitely more rewarding, so 3/5.
As slow as the previous time this was uploaded. Waited for it to load, created a team randomly, spent five minutes plodding around the map without getting to do anything other than broaden my collection of invective phrases. This could very well be an amazing game, but I refuse to play anything that punishes both my patience and my intelligence by playing like a combined form of hidden camera social experiment and endurance-fraying torture. 1/5... AGAIN.
What a lovely little distraction. No timer? +1. Multiple methods of beating many of the levels? +1. Unintrusive background music? +1. Control system that worked, albeit a little fuzzily? +1. All of these, however, pale into comparison with the fact that I had a thoroughly good time romping through puzzles that made me think but never made me feel stupid or required more than a moment or two of preparation. 5/5, and mission comprehensively accomplished.
Here is to hoping Cursed Treasure 3 is a return to the quality of gaming I used to expect from Iriysoft. I understand Y8 and the ID.net usage, especially since they are far better sponsors, but honestly... this is more like Games8 than Y8. What an uninspired five minutes of insipid drudgery: boring 'sidequests', awful 'main quests', terrible shop/gold/exp/team system, all designed to drive you back to searching Kongregate in the increasingly vain hope of finding SOMETHING worth playing. Poor show, gentlemen, poor, poor show.
*grunt* Already logged in to this gamesite, I am not going to be creating another identity just because an unseductive and underclothed wiccan sporting an undersized corset suggests I become the god I am MEANT to be... in bad Engrish.
Uploaded July 22, 2013, by the people who programmed it. Unsure why the present flood of uploading other people's games, but between the deluge of detritus flushing legitimate developers - and GAMES themselves, i point of fact - please, do the right thing, and flag this symptom until it expires.