suggested marketing option for the magician's pouch. sell outright for $5. but also have a $2 buy option for any user completing game without it. chances are that user might go on to another game, but this options says "here, give it a try and play again and see how fun it is." so you get $2 you wouldn't have otherwise, and then maybe when C3 comes out (next month, right?!!!), you might get more $5 sales.
Excellent job overall. Re-emphasizing other comment about smooth gameplay delivered over flash without lag and hogging memory. Nice maps and liked the challenges part. Good variety overall and good number of maps - not too many, not too few.
Enjoyed this quite a bit. The balance is good – nice to have to replay a couple levels a few times to work out better strategies and grind up a bit. Didn't have to grind too much, so not sure what all the whining is about. Also, the upgrades were well priced since you can grind.
Thought the overall game length was good too – not too short and certainly not too long. Graphics and gameplay were smooth, speed up button, stats available, unique monsters. The upgrade trees did allow a little variety but overall seemed fire mage and sniper dominated.
Overall good work. Plays smooth, things make sense, good number of levels, nice upgrade tree, leaves room for interesting decisions. Wish it had a reset button and numbers / stats for towers and upgrades.
Found this to be nice. It's complete, works, has nice upgrade options, and increasing difficulty. You do not need to juggle to win, nor do you need to reset upgrades each level as some have mentioned - try different strategies perhaps. I turn off all sounds on games so can't comment there. The graphics are not my style (would prefer smaller to help see where the grid/options for placement are). It's also a good length for a TD - not overly long. Well done. Having said all that, no it's not game changing, but it was still fun.
I'm going to be generous and assume the creator meant to make this a “puzzle”.
So in the normal TD games you have a few main types:
those that allow you to place towers anywhere
those that restrict tower placement
those with changeable upgrade paths
those with fixed upgrades
In all of those, you play and win. Maybe you are suboptimal, but for the most part you will eventually win.
But in this version, each level is a puzzle. You have to place towers and upgrade in an almost singular path to victory. There is (seemingly) no flexibility to winning here.
Now while that may seem “not a TD” maybe we need to think of it as a true “puzzle”.
Note that there are a few other TDs that at least have a few levels that are exactly like this, so it's not completely new.
Though I would normally agree that towers that take damage is annoying (more clicking, more tasks), in this case since the tower field is so small, it allows for placing better towers in later rounds. I'd like to be able to see upgraded DPS for towers once placed easier though. graphics are a little annoying but serviceable. Overall fine effort and like the tutorial, but nothing shocking / engaging.
I found this to be a good first effort. I don't understand anoter post saying sending waves early = little or that can complete only using archers. I can only assume they did the first few levels only. It seems balanced overall.
good effort overall. some levels seem very easy, and a couple are very hard. lost upgrade points for range as someone else noted = annoying. speed upgrade seems counter still? needs speed up. sometimes towers don't target enemy closest to exit and I can't tell why.
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