four score and two years ago I played this game. See top comment above :). I got bored and came back to it for a couple days. Anyone that thinks of trying this game, I say there are better games out there don't waste your time or money.
This game was....realllllly easy. Even on hard. Spam grenades, get low on health can just upgrade it for full, magnet dafuq just spam it too. Need MORE BULLETS to dodge! :)
I don't get it, this game is basically identical to the world war II: TCG in structure, functionality, play style, and appeal. The name is different and the cards are different, but besides that it is rehashed...
GameFuse is only interested in making more money with new updates/events, as they haven't made any noticeable changes based on the players comments/advice. I love the game but come on...
They should make two new worlds, or servers. One should be vip only to allow competitive play among people that pay for the game, and a second to be no vip. That would be really cool.
One positive point amongst all of the negativity surrounding the "Pay to play" atmosphere is a developer that reads and responds to comments. I like card games but most unfortunately rely too heavily on the "pay to win" concept, not just "make a fun to play game with the option of paying for slight advantages or unique skins etc."
Hey IBRINGIT22, thanks for the feedback, it's always appreciatted. As this was our first game we ddn't want to risk too much with innovative monetization systems, we were focused on releasing a solid game. Nevertheless I share your opinion and we would love to investigate further how to correctly apply cosmetics monetization into a great CCG.
Had to reset the account and grind early missions...at a certain point in the game the enemies just get too much health and if you don't have the best towers by then you can't even beat the easier primer levels on the side. Start early and build a solid foundation to prevent getting stuck later on.
The hard mission gives the win after the first stage, so failing is not an issue and the money is yours to keep, getting further just gives more money and a chance at more chests. (Just had a little insight here...)
This game should allow players the side missions at all levels, that way we can go back and attempt the "hard" missions with 75 waves with an actual chance at completing them through 75. That said I like the card aspect of a tower defense game.
"And the Spurs tie the score 4-4! Last minute, all tied up...the Spurs (My team) get the ball...it's in the air!...GOAAAALLLLL!!! Bicycle kick in the upper ninety and the Rovers (computer) win the game."
Hey IBRINGIT22, thanks for the feedback, it's always appreciatted. As this was our first game we ddn't want to risk too much with innovative monetization systems, we were focused on releasing a solid game. Nevertheless I share your opinion and we would love to investigate further how to correctly apply cosmetics monetization into a great CCG.