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.
So: the Kongregate equivalent of DLC. This is actually an upgrade to the original, introducing a few new tweaks, and one serious downgrade. Worst first: ship 'navigation' is counter-intuitive. "Artifacts" are a nice touch, the benefits of speed-grinding areas you have no hope of clearing other than for fastlewts and upgrades have thankfully not been edited out, the 'recommended' strong/weak against the two predominant enemy types, and most importantly, an absence of the lag that plagues most of this studio's games. If you played the first one, you know most of what to expect here. If not, this is a far better jumping-on point.
Antigaprime offers some sage words, Nytstar: I wandered around for almost two minutes trying to find something that the glowing emerald firetrail cursor would actually interact with. This is not even close to being a game, and it should have been kept this in the Premature Births Intensive Care section at least until you have some content, not squirted out before it had a chance of life.
Click warriors: there is no training cost, so just click. Click battle; click in-battle to get through it quickly. After breezing through the first two areas, I suddenly discovered how broken and one-dimensional this game is. Though, in fairness, this is the first one not almost maimed by lag, so perhaps the infamous Deqaf Big Boss, M'mry Lique, will not be making an appearance in THIS offering.
Either that, or this became far too inane far too quickly to persist with.
First impression: Bushwhacker meets Clicker Heroes. Second impression, after unlocking a few more skills and characters: Ooh, you have FORMATION benefits?! Third impression after the initial grind-gasm wears off: mmm... hit a bit of a wall here. This has bucketloads of potential, and I shall be playing this quite a lot. Tiny bits of micro-management, little bit of reward for active participation... yes, yes, I like where this is going. Enough Idler tropes to know how this works, enough tweaks to keep me interested... aye, looking good so far, folks.
Intriguing: a "test" that is already wanting separate login and e-mail information other than the gaming platform site it is submitted to. The promise of constant updates is not enough to outweigh the "lot of things unfinished" comment; let us hope I am the only one so easily dissuaded or else your test may well not progress much further.
2) A lovingly-crafted game, by people who care for their product? No doubt. Yet another K+ release doomed to the same near-vertical descent into obscurity and unprofitability due to an assumed copy-paste from one market type to another? Sadly, I think so. You want my money? Okay, wow me, dazzle me, impress me, give me some reason not to roll my eyes and sigh after three minutes.
1) Click this; click that; click this again. Seems a fairly innocuous blend of whatever that Epic War offshoot was (Online? Saga?) and a few other anonymous clones. Something I am constantly reminded of after watching the "$10 000 Whales" seminar is the massive discrepancy between the "asian markets", where these are churned out by the hundreds, daily, in the hope that one might stick, and those that are more laughably called "English-speaking". There are a lot of games like this, with fairly minimal interactions required of the... player? Pilot? Reader? Select as applicable, and there is little here that stands out from a colossal crowd.
"Embrace yourself for a big fight!"? This actually made the first four or five clicks worth it. Designed entertainment? 0/5 for cloning the bad 'asian-esque' style of minimally interactive game, including the ubiquitous (and somewhat giggle-inducing) acres of invariably caucasian cleavage. Unintentional hilarity ensuing from the latest product of retro-engineered rebuilds with minimally-different art? 'Bout a 3, actually.
I live in constant hope of finding the real life game designer called Goog Trans, so named for his work on 'localising' such pap.
I liked The Gate, and played for a good long while. For reasons still unclear to me, Firefox is a monumental pain in the rear when it comes to anything, and yes, all support tickets from Mozilla and elsewhere have been unable to help. So imagine my surprise when, using Opera as my only other viable, Chrome-utilising alternative, I start up a game with a frontpage link to Firefox and nothing else. Unsure if Mozilla are paying hosts or Unity-developers to tout their browser, but this appears almost everywhere, and if it means that I am unable to play a game from a stable (heh) of developers with a high pedigree (heheh), then... oh.
Perhaps a step or two above the other thousands of autoroute clones frequently mislabeled as both "eastern" and "MMO", but there is very little to redeem this or make it any more noticeable. Play one, played them all, so no, SW Online barely managed to keep my attention for half a minute. I gave it five minutes of grinding monsters before the mundane repetition of playing another re-skin of another clone that combines approximately half of my favorite feature from barely one game genre made me wonder WHY. Competent, but originality is more of a priority than yet another R2/Proficientcity/blahblahblah wannabe.
Fantastic: how about you write instructions for your game that contradict the in-game ones? One run-through is more than enough not to waste any more time on it. Competently done, but this has zero longevity.
Kong version substantially more bug-stuffed than the *koff* AG-hosted version; echoing the earlier comment regarding the 5th boss and the sporadic inability to move. Loved the game... "elsewhere", but this one is far less playable.
(3/3, and apologies for the exhaustive rant)
Does experience carry any kind of benefit, other than opening trap-slots? I persevered through to (player) level 9 before wondering why I was bothering any longer. Retro look and style? +1. Awful upgrades? -1. Replacing strategy with repetition? -1. Thinking that might lead to a Steam Greenlight in its submitted but allegedly 'alpha' form? -1. Much more playtesting on fundamentals before this goes anywhere, sadly, because the premise could have been great.
2) I like the learning from mistakes aspect; I like having a level that is immediately straightforward, and I also occasionally enjoy having my inner masochist taunted for not being quite so cerebrally limber any longer. However, a game should first and foremost be entertaining, and I am neither patient nor forgiving enough to slog my way through multiple replays of a level, only for my reward to be a moist and slightly lumpy fart of an upgrade that is not only overpriced, but also carries about the same impact on the gameplay as that very same moist and slightly lumpy fart.
1) I think this game is irrefutable proof that I am getting old, because I used to love this kind of thing. This is either a perfectly-honed example of a truly strategic game, or else just an infuriatingly-poorly balanced way to torment perfectionists (or at least, ex-perfectionists like me) with a marginally less exacting version of the infamous pixelhunt more frequent in Difference games, here applied to the trap-defender genre. Yes, there IS a way to beat every level; there is, in fact, close to only ONE way to beat every level, and turning something typically strategic into something that beats you over the head for not being quick enough with that Snare trap while contending with the annoyance of the screen deciding that it wants to move because of the cursor/screen positioning is not quite my idea of fun.
Further playing has highlighted a very annoying loophole: upon deciding to NOT place my chosen 'tower', I have not found any way of cancelling the selection.
Further punishing is achieved through ensuring that the full cost of the unit is deducted from my already meagre gold reserves. Come Monday morning, I suspect I shall be hiring from a new medieval mercenary agency that is less exorbitant. Any notion as to minimum wage for self-equipped yet largely incompetent archers and mages?
I recall why I stopped playing this on Armorgames: that infuriating mechanic of having a dollar sign in the upper left, and a shop to spend all your hard-earned cash from slaughtering strangely affluent zombies, but no actual figure telling me how much I have and even worse, no figure telling me how much I NEED to have in order to 'upgrade' my gear. Respectable game, as expected from Iriysoft, but making the "upgrade" portion guesswork? No thank you.
I have stopped playing this and come back to it some six or seven times in the last few hours, and cannot decide if I love this or hate it. The grinding for upgrades is something I feel ambivalent about, and there is an almost tangible sense of achievement on actually getting a perfect level score. Not quite at the point of hitting the "Hard" levels yet, since it largely seems to be a case of unlocking and levelling the next upgrade and THEN returning to levels, but... wow. Certainly given me plenty of replay, and likely an ulcer or two. TD that is not cookie-cutter? +1. TD that is not "spam one overpowered type of tower to win"? +1. TD with persistent upgrades, in addition to in-level upgrade system? +1. Okay, yes I really like it.
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