The critiques about the trophies not being accessed on local saves aside, I think one of bigger issues with the game is the absolutely randomized difficulty of the challenges. You'll get into a supposedly 1 star battle to only have it be as difficult as a 3 star one immediately after.
And while nitpicking, it would have been neat to be able to customize the look of at least ONE of your gladiators (Maybe the main one). The animation style is one of the better things in the game and it would have lent itself to that well.
While other reviews are right in their critiques, I think the most glaring misstep is this; all the characters feel the same.
It should not have been a progression where you turn into the different characters so much as "you have a choice of which defender to pick to suit your play-style" (but need them all maxed out to access the last boss or something.)
Every character just feels identical. They all have a "you have two shots now!" ability. The spells are forgettable and meld together (a heal, a group damage spell, a single high damage shot spell). It feels pointless and retroactive when you beat a stage to just start all over again with zero differences.
The archer should have been about balance and summons with an emphasis on speed. The wizard should have had garbage damage and speed with it's normal attacks but awesome spells with fast cooldowns. The gunner should have had very high DPS but mediocre abilities. And you could just choose any of them at any point.
Man, you'd think since the chef is so quick to wheel his cart out to get the fallen burger that it might be faster to, you know, just *walk it over to the sheriff*.
Great game. If I was to nitpick anything, it's that I wish you could choose who you were attacking with the thrown/melee bought weapons. Sometimes I'll set up a strategy that hinges on an enemy to be stunned or the like, only for someone to arbitrarily throw a weapon and break the stun. Can be a pain in the butt, especially in later levels.
I wish there was a way to undo the skill-based upgrades. This is only because, contrary to the description of the skill, Berserk does not increase your damage, only the attack rate. I was using a fulled upgraded hammer, one shotting most enemies and taking large chunks of health out of trolls then I got berserk and...well, it ruined the character. It actually severely lowers the damage output per hit and it took several shots to just kill a mid-level enemy. I even tested it out buy purchasing the manual-activated berserk skill. Would have never purchased it knowing that would just cripple the damage output if you wanted to make a heavy-hitting character.
I dunno, but I feel like the challenge missions should offer something better then just a nearly useless amount of money. Maybe like an exclusive piece of equipment for completing them all or something? It just comes across as "Congratulations! You completed stage 8 without getting hit by anything!...Here, have a fraction of what you'd earn from just replaying the stage. :)"
"I have an idea! It's a tower defense game where you pick classes and they can branch out into different towers!"
"Cool!"
"And you have a commander who brings different abilities to the battlefield!"
"Cool!"
"And the towers *constantly degenerate and any of the money you earn has to be put back into the basic towers, no matter how highly upgraded, or they disappear!*
"..."
No, seriously. Who thought that even *sounded* like a good idea?
It'd be nice if you could actually preview what each race had to offer rather then just vaguely saying "Mountain trolls" or "Men of the west". Even if it's just a slight description, like "The men of the west are known for their ferocity in melee combat, but lack in ranged attacks and magic" or something to that extent. Generally, people choose a race based on their play style.
Does someone want to explain how just about every other time I exit the skill-tree tab it brings me to a separate website!? And that doing so potentially glitches the game so end the level!? How sloppy.
It's pretty good, but I kind of hate that health isn't'isn't automatically picked up when walked over, unlike other items like double damage. I could see how it'd be imperative to automatically pick up weapons, but health is pretty much always needed (especially in later levels.)
Hmm interesting point. I was thinking, if a health pack drops and you accidentaly pick it up when your health is full, you might have to wait too much for the next one when you are nearly dying... But later changes at the design might have this idea invalid because drop count is already pretty high. Thanks for the input!
Hmm interesting point. I was thinking, if a health pack drops and you accidentaly pick it up when your health is full, you might have to wait too much for the next one when you are nearly dying... But later changes at the design might have this idea invalid because drop count is already pretty high. Thanks for the input!