The only really challenging challenges are the first two (require mostly maxed out stats and a maxed out meteor spell). Just focus on money as your first stats (can then basically start the game with 2-3 plants, which is a great boon) and then focus on regen, attack, def, etc. You don't even need to beat the first two levels in their challenge mode to get the badge (as the # created/destroyed badges also count towards the total).
For anyone just going for the card (might work later on too), my strategy was to just load up on an equal mix of archers and mages. Basically, I used the starting gold to make them and then used the gold during the game to upgrade them. Perfect 5 on the first 5 levels first try very easily.
NOTE: This game is actually culmination of a tutorial. I realize the game itself is rather minimalistic (especially bland graphics), but the reason for that is because I will be granting full access to the entire game (code, etc.) and I don't want others to just copy it (which is why I uploaded it in the first place). If you are interested in seeing the coding, please see my post here: http://community.stencyl.com/index.php/topic,16160.0.html
FYI, the fast forward DOES work... the game just loves lag. I have a good computer and it even lags for me, and that lag builds up over time. If you use the fast forward with continuous waves when just loading the game, that round will go fast, but it adds a ton of lag for the later fights (so you could just reload the page each time). And yeah, shock towers are amazing. I've gotten up to 750k damage with just the +30 waves (no other changes).
In case anyone is wondering, there's no secret passageways at the start of the normal levels (besides the obvious one of using level 2 focus to jump to the top part of where you got the first level of focus). I've checked it all.
There are several primary strategies (NOTE: you can build while paused!): 1. Spam Interceptors/Miners (works for about the first 1/2 of the game), 2. Use Constructors to bridge into your enemy and spend the rest on Autoguns (great for duels), 3. If your starting amount is high enough, start with a Super Carrier or Annihilator and use the rest for Physics Labs, 4. Use a combination of Miners and Carriers to just overwhelm your opponent. Good luck :)
The primary issue with the game is the controls. It is needlessly difficult since the only way to change the direction is to hit on an edge (which needs absolute precision in order to not then lose the ball instead), instead of how most pong games work, which lets how high up/down on the paddle effect the trajectory. Also, the paddles move much slower than the ball, again needlessly adding to the difficulty. I beat level one (hint: just hit the ball twice with the right paddle flat on to get it through and then for the left paddle, after returning the first time, hold the paddle in the top position to get it into the bottom area), but the lack of control and needless difficulty stops me from going further. Also, an auto-reset would have been good.
@TheMadAlchemist: There is one in "Other Options -> Help", although it just goes over what each card does for the most part. I personally have considered making a guide for it since I know the cards by heart now, but dunno how Fighter would feel about an unofficial one :P.
What's your favorite team that you've actually been able to make? For me, I just fought with a basically ultimate defense team: 3x Master Healer, 2x Giant Turtle, Troll. Slow battle but ended with a natural 239 hp :D
Actually Raven, you want a fire power of 11, not 10. There's a 50/50 chance the archmage has acid rain, which deals 15 damage and reduces your powers by 1. He really loves to use that on phoenixes.
And yet another comment... make the turn pages button on the book more visible! I didn't even see it until I read your response and had to actually LOOK for it :(.
FYI, for those who aren't good at these types of games, one solid strategy is if you don't see any 4- or 5- combos, just pick a 3 closer to the bottom. The closer yours is to the bottom, the more combo possibilities there are (and after playing for a little while, I have to say that the luck of getting those is almost better than actually TRYING to set up combos).
One way to minimize the luck of the start is to allow "stealing" of spots by getting a better score on them (similar to the painting contests in Tony Hawk Pro Skater if you ever played that game). It's seriously annoying.
I also dislike how gems are taken away one color at a time. I've had several times where I've lined up great combos only to have them fail since one color happened before another, which then dropped my other setup down, so it didn't register... that's a big no in these types of games IMO.
There is also way too much stress on getting a lucky start. In the games I've been doing, we get about 10k combined in the first 3 turns and then about 100 on the next turns...
Yes you are right... In match 3 games there is some luck factor exists, but because of different arena rules you will feel the luck factor really less than any other traditional match 3 game.
I am sorry to say that we can not remove the luck factor 100% from the game, because every match 3 game carries less or more luck factor with itself.
Why can't I go back again to defeated levels in the campaign? Also, some better explanation on how to score is in order... took me a while to learn about the colored backgrounds mattering more than matching gems.
Hi, Thanks for your comment....
According to the design you can not go back right now, I will look to make it possible.
The other information is explicitly provided in the help book inside the game. If you read all the pages you will find out all the answers.
Also there are different rules for each fight, so take care of those too.
Thanks again, love to see your more opinion about this game.
Added in the update list. Thanks