Gotta say, this game is in desperate need of a secret ending ;) I've analyzed the ending scene, and as best I can determine it's just not possible at the moment. Still, would be nice replay value if there were a secret ending. Maybe show our anti hero scientist in a different light via additional speech after deconstruction, or show our "innocent" protagonist as a sociopathic murderer like the scientist suggests earlier ;) Cheers! Great game!
Lol, I managed almost 790k distance, never got more than about 1050 speed. Didn't spend a dime or cheating, just played for 2-3 hours (on a mobile device, just here for the badges) @ dudeonahill "orngecrsh i doubt you managed that without spending RL miney.." in:re: "You guys ,ust all suck I had no issue at all only thing I had to grind for was 2 challenges and I also got 1204 speed and 668743 distance"
Good game, some of the best course timing in level design I've played. It's almost like the course is predetermined, how well the elements are timed together. Only gripe is that par for many levels (getting gold medals) is easily 1-2 second more than it could be for a good challenge, though admittedly I enjoyed just having the incentive to speed run a level without the hassle of uber hard par times.
Spent several runs of 15-20 minutes trying to get that badge while drinking my morning coffee or having a cigarette break. Could not get past 329m.. would come close, but not surpass it.. then /finally/ beat the badge, /and/ overwhelmingly so at 417m ^-^ Since you have badges, you implemented the Kong API... add a high score board!!
Kinda obvious what the locked character is when you look at the Mission Score at the end of a level. Wouldn't it be kinda cool if that said "???" until the character is unlocked? Also, don't like how precise you have to be with the locked character, really easy to miss by a single pixel and get killed by a dog.
Addendum: If you're having trouble with the flip debuff (which is a green mushroom, not a tree XD you people..) save your ultimate for in case you hit it. It'll make you invulnerable for a few seconds, roughly halving the duration of the debuff.
The flip magnet is usually easy enough to avoid, just don't bother with any upgrades or coins around it. However, whenever I flip, I jump to the middle of the screen instead of maintaining my original position. That alone kills you, nevermind the challenge of moving with inverted controls. Also, do not take the bullets quantity upgrade 3 until you can also buy upgrade 4. Goes from 2 bullets at the front to 1 bullet and 2 at a 45 degree angle. It's a downgrade, I think, since 1 -> 2 doubles my forward dps, but 2 -> 3 halves it again.
I've had 1981% on 2-slice mode since before badges were added. Was stoked about the badge, but then couldn't get that last 4%. Finally got it, and then some! 1922% -- Lv1: 100%, 2: 97%, 3: 78%, 4: 75%, 5-6: 100%, 7: 77%, 8: 95:, 9-20%: 100%. Great game ^-^ Would definitely play a sequel!
Something needs to be rebalanced, I think, between enemies making multiple attacks and lifespan counting down while in combat. If enemies making multiple consecutive attacks is an effect of your current weapon, it would be nice to know information about that to be able to make an informed decision. If not, then one or the other should change, imo, either enemies make a single attack (and maybe rarely an extra) or the lifespan timer slowed or paused while in combat. There's just something about watching an enemy chain together 8 attacks while you're on the last dregs of your lifespan that isn't fun. I do really like the simplicity of your experiment though, and think your sequel could be great with a few balancing tweaks so that making progress is less like trying to win the lottery, and more about players making the correct informed decisions.
TLDR: Too repetitive, if every level were like the last it'd be an easy 5/5, but the game never tries to challenge the player until the last level, and then its over. Long version: I was initially disappointed by the lack of details -- TD's are typically defined by the player's ability to weigh the cost:benefit of towers and upgrades in order to maximize the use of a limited supply of resources; after playing for a short while, however, I realized that this game was quite different. Laid back and more about just playing the game. Now, my only gripe is about the lack of variety. Every level essentially boils down to the same thing: spam the new spell for an automatic win button. It's like the first few levels are all replaying the same thing over again, and the real gem of the game only reveals itself in the last level. 4/5 because it is well polished, and a fantastic game in every other regard, but the level design is lacking.
This has potential, and I really want to like it, but after a while the game just boils down to the repeating the same tasks over and over again -- cast slow spell to overcome the initial rush while trying to ignore the mouse lag, wait incredibly long time for a level to finish while repeating the same tasks performed in the last level, upgrade until you realize you need to be manually upgrading your soldiers in order to "heal" them, play next level and do it all over again. After defeating the first boss and realizing that upgrading the staff from level 20-30 gives a huge boost in mana regeneration, the game has become way to repetitive. A better UI and greater variety of enemy AI behaviors would improve this game by a long shot.
@warathor: Change your strategy a little bit. When the map pans, before the first wave, look for a choke point where you can focus on building 1-2 swordsman and fill in with archers in between, then build out from there. You'll earn more resources over time if you build close to your fort, too, because it'll take longer for enemies to reach you. If that fails, just restart the level ;)
My only complaint is the variety of units. There's no real strategy in the end game because the three melee units each fulfill the same role, and eventually all the game boils down to is using golems at crossroads and archers everywhere else. I love the design of the game, an almost RPG-ish TD with persistent upgrades. I'd definitely like to see a second game in this series with a little more depth of strategy-- that is, give us reasons to recruit more than just Golems and Archers.
The game is buggy sometimes. I want to like it, but it's frustrating when I'm trying to earn five stars on each level, but then get caught by a security guard because the baton passes through him when I try to knock him out. Also got stuck in an elevator two times, forcing me to restart the level.