Please don't make me have to use the mouse solely to click buttons in a game which is otherwise entirely keyboard-driven (even though there is no indication of which keys to use).
That is a bit strange I know, but it's because I was developing the mobile version at the same time, with touch controls (Which I transferred to mouse)
The strength of the earlier Protector games was their absolutely precise balance. My friends and I would work together on certain stages and produce a very exact, almost Starcraft-esque build order, down to specific timings for levels up; it was almost like programming. In this game, so much is left to chance and unpredictable variability (aka customization) that that level of balance is necessarily impossible. I think tower defenses as a genre thrive on balance above all things, because strategy lies in predictability. Protectors 2 and 3 are my favorite TDs ever, but Kingdom Rush is another excellent example of the efficacy of precise design over unbridled complexity.
If your game only needs two controls, the directions and Space, why force the player to use another hand to hit Enter when Space would work just as well?
Terribly addictive. I'm not a "maximizer"-type gamer, but I can't seem to be satisfied with a stage until I'm convinced I have the perfect solution. I keep neglecting IM conversations for 10 minutes while I test an idea.
I'll rate this game well when it lets me at least choose to control directions with my left hand like every other game ever. In the mean time, I don't want to fight my hands to be able to enjoy the game.
I don't know why it's so easy to like this game. Fundamentally, it's utterly repetitive and there's nothing original about it. But at the same time, it's really effective for what it does, despite the small package. I think the few elements of production values make it a good experience.
A question: when have you ever used your right hand for directional controls in a non-Flash game? Rarely. You don't actually have to use the arrow keys just because they look like directions.
If you think any grinding/replaying is necessary in the first ~10 stages, you're bad at this game. Just because it has the potential for grinding doesn't automatically mean it's designed poorly and forces you to do it.
(at least not now that Orc Rage has been totally nerfed)
I don't mind starting over when I die. It's an arcade-y feel, and the game is fairly short anyway.
What I would like to see is more variety in the weapons. Flamethrower physics are already there, for instance, so that would make a decent addition. I'd also like to see more variety with the missiles. Possible start everyone with the same basic missile, then have a choice of upgrades for homing, spread, big + slow, greater splash, piercing; that sort of thing.
I might also request that some of the later enemies have a more regular shot pattern, so that good players can actually learn to dodge them reliably instead of relying on luck partially.
That is a bit strange I know, but it's because I was developing the mobile version at the same time, with touch controls (Which I transferred to mouse)