Bug: I bought Permanent Special 1 and now I can't buy any other tech, despite having 1.5k TP and no other Tier 1 tech. Persists after reload and rebirth.
You need to meet the 2nd requirement (Mastery level). This will be clearer after the new update, however I cannot update until Kongregate fixes their filter. It is blocking me from publishing the new patch.
So far, there's not much to make it stand out well or especially poorly. There seems to be no real reason for levels to not fit on one screen, which would be less irritating. Being forced into full screen to read tutorial text is unacceptable, no matter what resolution my desktop is. Slowing towers are simply not as satisfying as unit-blocking in similar games. There's not much actual flavor from this being cows vs vikings as opposed to any other fantasy setting. Generic units, generic spells, but nice art I guess. Hopefully, you will develop it further and contribute your own uniqueness to the genre.
34 required a guess (2 overlapping views of 1 in a block of 12, but neither contains the other), and 38 showed counts of 10 as 01. Fun puzzles, though!
My impression after completing the first campaign section is that the combat is boring and generic, the town building is boring and generic, the art style is ... apparently deliberate, and the energy system lives up to the promise of banditry in the game title. Nothing about this game is interesting or appealing by the time I've run out of water, and I won't be coming back.
Why is there a text-laden unskippable tutorial sequence that is then followed by a mission segment that you can fail (partly through weak teammate AI), forcing you to repeat the tutorial? I'm bad at this kind of game, but I'm still not going to wade through the basic movement controls a third time.
The isometric view was a poor choice for this game because it interfered with the rest of the interface - clicking on something behind a sheriff's hat was a needlessly small target. Also, the timing requirements didn't add any interesting thinking to the game, only tedious precision to the clicking. Level 35 + laptop touchpad = ragequit.
When a monster that normally acts once per five character actions gets four actions in a row, you know the server's not dealing well with the situation.
On my laggy old computer, time counts by much faster after this latest update. Movement's no faster, though, so it's now impossible for me to get under 20 seconds on level 1, for instance, where before moving efficiently got me there just in time for the 8 second lightning.
Interesting, but minor bug: I beat the first epic battle on easy mode (for the badge) and didn't save. When I came back and loaded the autosave, I had the in-game badge for clearing the wave, but it was red again and the later waves weren't unlocked.
It started out enjoyable enough, a nice random dungeon-crawl with a decent interface. Unfortunately, something about pressing a bunch of buttons to fill in a gap in the floor on level 4 locked up my browser. I liked the fact that even with my lousy dodging ability, I could buy enough health and armor to explore fully.
I had some keyboard-sensitivity issues, mostly with not jumping from a block while holding the up arrow. Also, why is the scoreboard limited to 6-character names? 3 for initials might be ok, but most handles are longer than 6. Still, a decent puzzle-ish game.
Having not even the slightest idea where the exit is in a maze you can't see makes for very slow, tedious exploration. Perhaps some sort of compass, combined with less blandly geometric levels, would make this playable.
An enjoyable little tactical game. There was something mildly broken about the rune-drawing portion; it lagged progressively as I played through the game and eventually froze my browser. Fortunately, the game saved my progress up to the start of the battle and I could resume and finish the game.
I found this painfully slow; the main character pauses after each step, after walking fully into each tile. Even worse, when you get the exit to open off screen, a very slow animation is overlaid on the map and you can't move until it finishes. In combination with a ticking clock that makes me want to rush through levels, this just wears on my nerves.
Near the end of the game, I had one dark fast enemy fly right through several shots without taking damage, and eventually detonate on the planet. The 'agility' loadout is crippled by the weakness of its shots, since it's virtually impossible to get the multiplier up to earn more upgrades. Using the standard ship I got to the later levels and could have bought unreasonable amounts of health since I had nothing else left to spend it on. It felt very awkward to have the level end with lots of enemies still onscreen, although I recognize that killing as many enemies as possible, even if they wouldn't reach the planet, is a benefit for purchasing power.
The physics just feels totally wrong somehow. Distant planets can seemingly have more influence on the ball's trajectory than the one it's just pixels away from hitting. The achievements setup is fun, but I don't think I can get past the counterintuitive ball behavior to earn all the unlockables.
Short and simple puzzle game. I found it a bit odd that there was no real indication of prgress through the game - just some rooms, then it was over. Some placements seemed to be rather finicky, but it was fun while it lasted.
You need to meet the 2nd requirement (Mastery level). This will be clearer after the new update, however I cannot update until Kongregate fixes their filter. It is blocking me from publishing the new patch.