This was fun, but it felt like there wasn't nearly enough content for beginner players. Multiplayer is dominated by higher level people (and as far as I can tell, there is no matchmaking), so you just get creamed playing there. But the campaign is short, and to make it to the next difficulty, you just have to grind out a bunch of wins against easy computers. Just let us play the next difficulty level of the campaign once we beat the easier one!
Fun game at first, but the forced "complete every mission" made it extremely boring. If you don't want to add more content, make it a short game, don't artificially lengthen it by forcing us to grind just so we can face the (extremely easy) last boss. Running through the same parts, quitting as soon as I completed the missions (usually before the first boss, even though I could make it to the last one) just became tedious.
This would be a great game if it wasn't so slow. At least give a low quality and a skip animation option if you're not going to bother making it perform decently.
Great game, but it seriously needs more description of the different structures. At best there are vague hints at what each building does, at worst there is just no explanation. This is a huge weakness and flaw in any game, but it's much worse to see in a strategy game with lots of depth like this one.
This might as well have been a minor patch to the first game. Take some pride in your work: fix the issues that existed in the first game and add some actual content before calling it a sequel.
Another good Kingdom Rush game. Nothing super new and exciting, but a solid game. My major issues, from most to least important: 1) No fast forward button 2) No hot key for making the next wave come 3) No way to make the next wave come as soon as it's ready
Initially I really enjoyed this game. Classic jRPG mechanics and more depth to the leveling system than there often is. But as I played on it became extremely tedious. Here is my overarching issue: If you want to make an epic RPG, you need to have a lot of depth in every aspect. The combat wasn't bad, but it wasn't diverse or interesting enough for me to want to do it hundreds of times. The chest game wasn't horrid, but boring enough that once or twice was enough. Same with the skeleton matching game. Leveling was fun at first, but it becomes tedious when you have to manually click on your upgrades (for which you get extremely little choice). It felt like you had some nice (though shallow) mechanics, and then spread them all so thin that they became tedious. Each area was really just one or two scenes duplicated. The monsters were just reskinned and given new stats each area. You could have condensed this game down about 80% and it would have been much better.
i dont like short rpgs. I also don't like instant gratification games where you get strong instantly. RPGs should always be about growth and the journey. I disagree with your suggestion on makeing it 80% shorter. How far have you gotten into the game? My aim for the game was chapter 1 and chapter 2 are tutorial chapters. To get you comfortable with the mechanics. After that it's a slow introduction to upgrades, new spells, ultimates, harder bosses, and other minigames. I wanted to create an rpg similar to how old school rpgs were, and I'm pretty satisfied with that I have so far
This game has already been made multiple times. This version adds no new features, and is completely indistinguishable from Sydney Shark and New York Shark. Is the developer just changing the name of the game and rereleasing it? Cheap and lazy, wiesi.
Besides the biggest problem people keep complaining about (grindy), this game also gets incredibly laggy (the fourth boss was basically unplayable for me), glitchy (I had to refresh the page multiple times when weird things started happening, like starting the level and all I could see was green), and it's just not challenging or interesting. It comes down to your upgrades more than your skill, and you only have to shoot stuff, whereas most games in this genre have you shoot and avoid (the avoiding part usually being the challenging bit). This feels like you took a game for toddlers and added upgrades. Incredibly boring.
For those going for the badge but hating the game and the grind: Get a mouse control program (like Ghost Controller). Play a level that you are currently guaranteed to lose. Record the mouse when you click "try again" and "GO". Then play the job on a loop. Leave it over night. Come back to lots of money. Buy lots of upgrades, so you only actually have to play each level once. Then say "Screw you, evil greedy developer, make a real game and maybe I'll give you money"
I loved the animation and upgrade system, but it just didn't feel like I was accomplishing anything. I didn't bother returning to the surface to recharge my battery, because heck, I can just start a new day with a fresh one anyway. No matter what I did, I would eventually win, even if I just dug straight down everyday and bought upgrades randomly until I had the best radar. I wanted some kind of challenge - something I had to avoid, or something to spur me to use my days more efficiently.
This is an okay game, but too many things just feel totally related to luck rather than my upgrades or skill. Even something simple, like adding one upgrade for "starting combo", and one upgrade for "number of ships on the screen", would do a lot to make this feel less like watching a random number generator.
Really cool and fun game. Some neat new abilities I haven't seen used in this genre before. My biggest criticism is that some of the levels seemed hastily put together, I didn't feel like I got an "Aha!" moment in many. They just seemed too easy or not intricate enough. The use of bees to clean up a few eggs at the end just feels dirty, not clever (using bees to push things around, on the other hand - very cool and clever!). And when I only have 2 abilities, or there is only one place to use one of the abilities, it's hard to feel clever for getting the right one. So, great game, great mechanics and abilities, but I really wish some of the levels were replaced with harder, more interesting ones.
Fun game, but I have some critical comments: 1) Balance issues. The early levels are hard, which isn't bad, but the early armored enemies seem overpowered. Then later the game becomes trivial. This is because we get splash weapons - if I can take out everyone on a third of the screen with one shot, putting more easy enemies on the screen isn't going to make it harder. 2) The sound effects get annoying, once you get a splash weapon you hear "JESUS" (which sounds more preachy than awesome) every 2 seconds. 3) I can see the attempts at humor, but they really fall flat due to poor writing. Get someone to proofread, and take time to phrase the jokes well. 4) The upgrade system is at once too complicated and too shallow. The crafting isn't explained well, and feels more tedious than interesting because you don't make any decisions. Might as well just have upgrades drop directly. We also need more things to spend money on, and some smaller/inexpensive upgrades would be nice.
Great classes and abilities, it added some depth to the classic platformer-shooter. Some issues: 1) I had severe lag issues when there was a lot going on, even with all the settings turned down. My PC might not be top of the line, but it definitely should be able to handle flash games. This alone came close to ruining the game for me. 2) Slot machine is way too slow. After playing it enough to get the badge, I never played it again because it was way too tedious. 3) The AI is pretty bad, at least if you're playing as sniper. If you're far away from the enemy and shoot them, they often don't react. 4) Minor detail, but you show in the store whether the weapon you are hovering over is better or worse in each attribute compared to what you currently have equipped. Why not give us the actual numbers? It's hard to know if a gun is better than what you currently have if all you know is that it has better damage but worse rate of fire.
This was fun in a lot of ways, but there were too many degenerate strategies that worked way too well for me to feel like this was a strategy game. Simply mass-producing interceptors worked for the vast majority of the levels. For one or two duels, the easiest thing to do was to pause, make a constructor closer to the enemy, then make a singularity gun that would destroy their only constructor immediately. In any level where you have some time before the first attack and a lot of beginning credits, making one of the big carriers guaranteed victory - they are just overpowered if you have a bit of time, since you are making ships that make ships. This made the last level trivial.
This just feels like an unfinished game. The animation and music are good, but this is the only part that seems done. I have no idea what the lose condition(s) are (and I suspect bugs sometimes end the game early). I have no idea why I sometimes have a dotted trajectory line and other times I don't. The length of time it takes for the balls to explode is way too long (something that should have been quickly realized and fixed after the first play-test). Finally, it seems like there is no originality in this. Various games of this sort already exist, and no new element exists in this. Why should I play this buggy version if there are already much better games with just more features?
When an electrical problem happens, half the time it seems the only way to solve it is to destroy and rebuild the building. Electricians are useless - I hired 40 of them, and they all just walked back and forth past my malfunctioning booths.
Hi, in v1.3 we have changed the mission system so you can fight the final boss even if you haven't completed all missions.