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Game comments and reviews
Jul. 15, 2020
Hello! I still remember this game after this much time and regard it as one of my favourite tower defence games as an example of how you can have interesting, diverse tower balance despite the relatively simple enemies, the latter of which is not necessarily a bad thing of overcoming the enemies is still complex as it is. Long since, I have made consistent 'no lives lost' strategies that I can post screenshots for, some of which can kill over 10+ jesters before dying... I would love to see harder maps... ie: A straight line map, to see if my strategies still work on even that.
Developer Reply
I really appreciate it. I'll see if I can make that change for you. Sadly the game didn't do well, but I still had a great time making it so I don't regret a thing. Thanks for your commitment, I'm not sure if I can change things at this moment but we'll see.
Jul. 14, 2020
Great game. Very fitting final level. My only hint to everyone else is: While the level seems like a mishmash, you can still use deduction; figure out key points using the level's elements that can only be satisfied by exactly one piece. If a piece has too many ambiguous options, move onto the next piece but do take notes about how a piece is constrained. 5/5
Jun. 13, 2020
It seems the game no longer saves progress.
May. 21, 2020
I'm not sure which of the two games I like more. However, I do love the quality of life aspect in this game; not having to turn the pieces. I would love to see more levels of this game and see how complex it can get.
May. 14, 2020
I am back again! I have conquered wooded path without losing any lives, seemingly the hardest map. My strategy looks consistent and not luck-based... But now, I'm wondering... Is a straight line map possible?..
May. 13, 2020
Okay, I am back! I have been playing wooded path; no lives lost addition. I have just a few suggestions: (1) I want to be able to see the description of the tower's current upgrade. (2) I want to see the tower's total price. (3) A tower should keep its targeting changes upon being upgraded because right now, upgrades reset targeting.
May. 06, 2020
This game is interesting! I can see the mechanical resemblance. Not too easy, not too hard. I look forward to seeing more levels!
Very easy, but very relaxing and cool. It has a very nice quality of life aspect where puzzles stay the way you left them.
May. 05, 2020
Okay! All maps are possible to round 50 and getting to round 50 with no lives lost is also more than possible... Towers that I thought weren't that useful were actually quite useful, I just had to notice that there is in fact a targeting system that I didn't notice, which allowed towers like Fenrir, Lucifer and Hero to be set to strong... Great balancing! The game could use a tutorial level or a "tips screen" with reminders like "You can set tower priorities"
Thanks for the feedback! There is a yellow question that does a visual tutorial, but perhaps I can make it more obvious.
It's very good. Great enemy health ramping, tower variety, good degree of tower balancing and it's not infinite so I can feel a sense of accomplishment by reaching wave 50... However, once a strategy is found that can reach wave 50, sometimes without losing lives, it gets a bit boring since the maps are not so distinct in how they play that it's worth beating them all... At least the seemingly best strategy is diverse in its tower selection.
Thanks for the review. I have the foundation to give enemies different abilities, which I think would go a long way in making the game feel more varied. If I can get a fair bit of enemies, I am also interested in a "Chaos" mode where the enemies you get sent are random. Coming Soon^TM? :P
May. 02, 2020
Aside from I said before, while the cards seem to have purpose, the delayed armour buff is stronger than most of the cards, bleeding just allows you to absolutely turtle through a lot of the enemies and counter attack deals with things you can't bleed to death by hitting them really hard... I could get use out of base attack increase, delayed attack increase and base defence increase, but I still think my first set up was stronger... Dealing contact damage seems to be the most situational enhancement, completely outclassed by counter attack which can respond to range... Also, an enchanted distraction is crazy good.
Okay, I beat the game twice, this time without delay armour or bleeding. My second run build had healing and a focus on counter attack and a buffed distraction... Fairly good balancing, most of the enhancements feel like they have purpose... My only real criticism is that I think the damage values above enemy's heads should be totals that factor their buffs AND your debuffs, rather than base damage + buffs. If you think this causes confusion, make it an option that's pointed out as available, early on.
It's an interesting game! It took a bit, but I quickly got a feel for what's strong... Delayed armour + bleed, like a stall pokemon... So just out of curiosity, I'm going to try replaying the entire game, but excluding those two upgrades.
May. 01, 2020
I agree that the game kind of overstates its welcome. The concept is okay, though it feels like a downgrade from the usual 'connect two places' since you have way more room to work with and you know how long the lines are... This means that every puzzle is broken down into pulling all of the snakes away, before doing them in order of shortest to longest, except when a long one is obvious... Since this game is colour reliant, consider a colour blind option where you use texture instead of colour.
Apr. 23, 2020
(End/post game spoilers) Yeah, there is no wall, just gem multiplication purgatory... I call it a purgatory, because it's better to stay on a one-shotable mineral than make mineral progress and spending gems to make jumps of progress isn't worth it when your long term progress is tied to the gem upgrades for base pick power and gem multiplication itself, two uncapped gem upgrades.
When there's new content, that part will become more interesting
Apr. 04, 2020
Very good game. 5/5 concept. The last one was an interesting one because there were a lot of ways to "start" the puzzle but only one way that actually works out.
Thank you. I'm glad that you enjoyed that.
Mar. 23, 2020
I don't really get priorities in the automatic upgrader because it doesn't seem to "prioritise" things. It buys things other than priority 1 when priority 1 is available through having enough money. The only time it should not be buying priority 1 is when it can't afford it, which is when it buys priority 2... There are things that I don't want it to buy until later, but it buys them earlyish anyway.
I'm fine with long grinds at times. After all, I get something out of grinding medallions; tier 2 progress and a bonus... But I honestly think I'm going to hit tier 4 prestige before I make even a dent in tier 3.
Mar. 18, 2020
You called? I played... Thanks for the experience!.. Review: The game is very unique, but it's too trivial. The levels don't really feel distinct from each other and as far as I can tell, all of them lack the typical lynch pin found in many puzzles and if they do, I didn't notice. I also think that the levels have too many solutions and the blocks are relatively easy to retrieve from walls depending on where their openings are... I also found a few bugs. 1) Two blocks next to each other can be separated by trying to push one that can't move, in the direction of the other block, thus pushing the other block without actually moving. 2) Coil a block up with the tail from another block, then push the structure from the outside. Presumably this causes a loop and crashes the game.
Thank you for feedback! Second bug (if it was the same Pykrete reported) fixed. If you send screenshots how to reproduce issues you've got, I'll try to fix those ones.
Feb. 18, 2020
I have two suggestions. 1) Colourblind mode for colourblind people, 1 HP blobs are white, then 2=grey, 3=black. If you ever need 4 HP, colour it like a checkerboard. 2) I want to be able to mouse over levels and see my minimum coin count for them, maybe even the weapon order I used... So I can tell which levels I got "perfect" on and which levels where I did better than the intended solution... ... Aside from that, great game, a great concept with a good execution, not too easy.
Thank you for your many valuable ideas!
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