A horrible bug: On the time spell, it's labeled as 1080 seconds of frozen time, when I first noticed it I thought it was a typo, but apparently not, the game got boring really quickly when I could walk up to their 'castle' and straight up destroy it with 8 towers around me.
Nice base for a pretty decent tower defense game, could use alot of improvements, more upgrades for the towers, and possible a more visable difference between them other than a slight range increase. It overall just needs more substence, but the, ehm, '3D' is a nice touch. Keep working, 3/5.
Good concept, could use more balancing, it just get's too hard too fast even on easy. Possibly have them attack more frequently, but have less health/do less damage, or only able to attack a couple places at once. Very good concept, 3/5.
I agree, the balancing is proving quite fiddly to get right. Problem is that I've played it over and over and find it fairly easy (on easy mode), just max up the upgrades at the start and it takes about 2 seconds to kill the bombers. But I agree, for a new player, it's probably much too hard and becomes overwhelming really fast.
When I first saw this I knew exactly how much fun it was going to be, It's just one of those puzzle games that's so simple, yet still difficult and pleasing to the brain. The level scaling was odd however, as without any fixed nodes, some of the later levels are just plain easy after what predecessed them, but that might just be so it's not hard level after hard level which would be a better design.
Several suggestions: 1) The laser crystal upgrade is completely useless and simply takes up space, which I can guess was it's sole intent, I'd much like to see it usable. 2) In the early levels there isn't any real eye-catching component to the humans that can actually do anything, sure there's the kinda large grey block they carry, but several times (when I was actually paying attention) I've been hit by something I thought was just another mg wielding rabble-rouser. 3) The rate of 'flesh' gain seems much too low to me, though that's something that would take many testing and testers to do. And 4) That transition sequence, with the eye, is that really necessary? sure it kinda lends to the name, but they aren't actually in the game... it just takes too long to go from the, two, screens of the menu that regular players will actually look at.
I went to this game thinking it be another tycoon-ish style game about gold. But it's really an escape game about a "gold-mine" that has tons of gemstones in it.
The only problem I have is the way the component packets have a *Can't place here too close to an existing construct* they shouldn't instead they should go to the construct as if you placed it ontop of it, thereby increasing the tiny little box that you currently have to upgrade, allowing for swift motions and no double takes...
Engineer 1 "Hey that sentinel is pretty good at choppin' up all the aliens." Engineer 2 "Yeah, a shame we can't just take the weapon off of it's floaty thing there and place them all over the front of our ship." Engineer 1 "Yeah, hey, wanna sneak out the back while all those idiots get blown up?" Engineer 2 "Sure!"
good physics based delivery game, although those are getting a bit too frequent, it has really good graphics however. I'll give a hint, when you see the sign with an '!' floor the gas, otherwise you wont make it.
We are glad you like our game! That's our first approach on this market and we plan to approve in the directions you mentioned. Thanks!