Once you max out the number of emerald boosters that are useful, it should automatically divert those into being rubies or sapphires. Or you could raise the limit on when emeralds stop being useful. Either way, I end up with a huge number of them that do me no good at all.
Fun trick I picked up: Once you obtain both the Energy Charge and Gigazombie spells, set your cages to hold their zombies instead of release them. When your cages are fully upgraded, they can hold 50. At that point, trigger energy charge, and as soon as possible, trigger gigazombies during the energy charge. Then release the zombies from your cages. You've suddenly spawned 50 giant zombies, and more will be flowing as your graveyard summons them. OP as all get out, and really only available late game, but a lot of fun nonetheless.
16 is nearly impossible.I"ve run it about 40 times, and each time it ends as a stalemate because it's not possible to kill them faster than they are spawning, neither can they kill ME. Dev probably should work on that a bit. There shouldn't ever be a possibility for a stalemate like that to happen.
Even repeating level 1 over and over again means you lose eventually.... Kind of a terrible game if your turret can't at least do THAT much on its own.
Can't even start the game because the UI appears to be broken. I can hover over the buttons, but clicking does nothing. They respond to the hovering by glowing and making a sound, but that is it.
Honestly, pretty disappointed in this game. It is so random as to be unplayable. Sure, it is mean to be short. But not so short as to cause you to give up before you begin. Building generation seems to have nothing at all to do with what resources are around it, as I have had regular villages show up when surrounded on three sides by rocks, and mining villages that will not fully upgrade because they are pinned in a corner, surrounded by water. 2/5 for creativity of idea, but that's being generous.
Well, I was thrilled, and progressing nicely.... Until the cloud save de-synced. I figured it would be fine, since it said the game was saving locally, and that it would know to pull the most recent save date for the file, versus defaulting to the cloud... Now that I refreshed the game two weeks later, guess who lost all two weeks of progress? I'd had several monuments, hundreds of pearls, and now I have absolutely nothing again. I'd give this a 0/5 if I could.
After almost an hour tinkering and trying to get things to work again, I am forced to come to terms with the fact that the dev broke the game irrevocably. Updates to flash, unity, and the browser have done nothing at all. Clearing all of the browser history, data, cookies, and cache have accomplished nothing more than deleting all of my other save files. If the dev ever manages to fix what they screwed up, I may try again. Until then, forget it.
It would help to get more information what doesn't work. Like error messages, browser you're using, OS... because it works just fine for me and for the majority also
For some reason now, every time I replace a derp, the one being replaced is immediately sacrificed, no matter what it's original position. Even with reaper disabled it still does it.
Its near impossible to switch between tabs in game, whether by clicking or by hotkey. It will show that a new tab is on top, but does not actually change the visible content of them, so it makes it pointless to try to play.
Frankly, the game is now a shameless cash grab. Prices are obscene, ads are mandatory, and negative effects abound. 1/5. You should have stuck with the classic format.
The classic format was supported by sponsorship, which has evolved since we last made a Flash game. There's a reason why we moved away from this model, as it had a pretty low revenu cap, and we would always make enough money with a game to make the next one. If one didn't sell well, we were screwed. Hearing cash grab for a free game sounds a bit weird at first, especially since you don't have to spend a single penny ever, but we understand your opinion. The contrast between this new game and the old ones is clear, and we'll keep working hard to strike a good balance between fun and revenu potential.
Honestly, I got bored almost instantly. Having to wait several seconds between clicks? Having to wait several hours to train? And then the mother of all insults to players; having a cash-shop available in the BETA mode of the game, where you very well could lose your progress in an instant... Just sad.
There seems to be absolutely no point at all to EVER getting more than one God tangerine. There's no extra coin bonus, so it's kind of worthless to grind.
Targeting is the most godawful piece of garbage! It doesn't matter where you point; your archer really doesn't care. Several times, I nearly lost my wall because of the cruddy targeting system.
Scale is definitely an issue on this game. At roughly 150 Enchanted gems, I was able to get to level 140, and grind it without issue. Now, more than 100 more gems later (And several secret shop upgrades), I am having a hard time getting past 160. It seems to be getting exponentially harder to progress, the further you go. Either make Gems easier to obtain (Greater drop chance), or scale back the difficulty, but this is ridiculous.
Hi, thanks for the feedback. This is one if the things that I am looking to address and I will be introducing a respawn reduction upgrade sometime this week. In the long term, there will be a new guardian with new abilities including abilities to increase gem drop chance and gem drop amount which will eventually make it much easier to push through higher zones. Sorry about that. As you can probably tell, end game content isn't quite finalized. I am still working to update the game and am slowly introducing features that will make the end game game more enjoyable to play.
It would help to get more information what doesn't work. Like error messages, browser you're using, OS... because it works just fine for me and for the majority also