have now played it through to end. Fun, well designed TD game with great graphics. A few notes, it becomes rather preditable after a level or two. I worked out a standard tower mix and just kept repeating it. Could do with some more vareity in the creeps and maps, the different maps dont make a lot of odds really. You get skills too quickly, especially if you replay levels a few times. Might be nice to restrict the available towers up front so you have to research them, something like that. MG now seems to be underpowered, I never used it (only used sniper, lightning and heat). But these are really fine tuning points, its a good game as it is, definitely one of the best on kong.
Played both beta, this is much better. Upgrades work nicely, the difficulty has clearly been balanced and it now plays like a game rather than a duck shoot. The way different towers have variable effects against bad guys is well implemented and forces me to diversify my building. Only slight quible is that I can only work out what is effective by trial and error. Animation of figures is great, I love the way people on vehicles carry on but on fire once you kill the vehicle. Overall and excellent lilttle TD now its completed.
hmm, I wanted to like this as there are some nice touches. The way the monsters bang at the door is quite neat actually once you know its there (a head up would be nice). The bach balance between buying basic towers and the eagle tower is good. But the more advanced towers are pretty poor and the upgrades are balanced all wrong. I can spend 100 and get two more damage points on a tower, or 75 and get 7 more damage on a second tower that will also engage two enemies at once. Upgrades need to be way more effective as right now it makes more sense to spam basic towers. Controls are bit fiddly as well. Target priority is nice, but hard to select the right tower and easy to flip a tower by accident. With some tweaking this could be good fun, but as is it gets too frustrating on level 3.
The heat ray turret has some bugs in its animation. Sometimes the beam hitws one creep, but another one several squares away took the damage and died. It would also look better if the ray tracked the bad guy rather than staying at the initial impact point while he walks away.
Rocket turret is a bit unsatisfying. I think you could do with making it a bit 'cooler' given its one of the big bad weapons.
As a general factor, it would be nice to see a visual change when a turret is upgraded, both in the turret and its weapon effect. e.g. lightning from electro turrets changing colour, etc.
Hope this helps. As a general comment to those slagging it off, note the word BETA in the title. This isn't supposed to be a finished game, hes trying stuff out and asking for comment. He's already taken on board comments from the first beta and this is a lot better. Try to be constructive in your comments!
Just played through it a second time using different weapon mixes, so here are some more recommendations.
Leaving asside balance of creeps, the upgrades need some work. Having a $10 first upgrade for a $1000 turret makes no sense, but having a $5k upgrade with only a tiny incremental improvement doesnt either. Once you are past the silly cheap upgrades, its always more effective to buy another turret than to upgrade. The game really rewards putting up a sea of basic turrets vs a few high power ones, which is the opposite of how most TD games are balanced.
The power boost turret has a similar problem, i.e. its more cost effective to put down another attack turrent. The range booster works pretty well though.
The special effect turrets (freeze, poison, flame) dont trigger thier effects often enough.
Much better than the previous beta. Looks good and is fun. Balance still a problem though, sniper towers are way too powerful for too little money. Once you start with >500 you just build a wall snipers surrounded by damage upgrades and nothing survives once it enters thier range. Upgrades are too cheap to begin with, and it's not all that easy to tell how much value they give (vs spending the same money on another turret). Upgrading the range of power-up turrets is a nice idea, but its hard to tell which turrets they are boosting, could be clearer. Would like some more vareity in creeps. Wheel thing was interesting but only saw it once. Skill points is a great idea! Look forward to the next beta/release
Fun, but unbalanced and a bit buggy. It can be very hard to get started on a level, you have to balance buying towers very carefully vs upgrading. But once you get a solid defence working (i.e. a few highly upgraded towers), you can basically walk the rest of the level. It's rather silly that the first five waves are much harder than the last five. Sometimes I can't select another turret if its within the firing circle of the turret I already have selected, and the 'keep playing' option doesnt work, you get one more wave and that's it. Good fun , but a bit disappointing if this is the fifth version!
Fun, but buggy. When I upgraded the sniper tower's damage several times the graph extended outside the menu frame. Then I got to level three and got the same bug others have mentioned that I cant select or build any towers. The only thing I'm able to do is kick off waves, who all walk right to the end as I cant build anything to stop them. I've let five waves go though and I still haven't lost, I was hoping to be able to restart the level and see if the bug clears, but I can't be bothered to wait through 16 waves to do it. Would play again though if you work on it.
Sprites are too big, making the play area too small (and hence the bullets too fast). Both the player and the aliens go off the screen to the bottom. Collision detection is a bit ropey (the collide area is clearly larger then the sprite). Background doesn't stitch quite right so when it loops the stars jump a bit. No progression or variance to the bad guys.
Not trying to be nasty, I appreciate this is a shootorial follow up, just pointing out some things you can work on.
15 is fairly easy. Leave the ball to bounce and after a short while it will get the top target. Immediately drop an object into the V shape to stop it bouncing, after which you can let it fall and its a regular level.
9 isn't hard once you realise there is a trampoline at the bottom on the left (clearer instructions or some on screen indication would be nice).
21 is probably the toughest level in the game. You have to set up a set of levers so you can let the ball fall down a slope then lever it back up again to get over the obstacles. The order I did the targets was far left, then middle, then right, then the bottom one.
Ok, but the AI is pretty dumb and once you figure out the tech its fairly easy to be invincible. Basically defend your economic building and just keep upgrading it till you are earning more money than you can spend. After that you just swamp the enemy with maxed out attacks. The AI never seems to upgrade its units. e.g. a fully upgraded laser defence always stops a missle, but a fully upgraded missile is never stopped by an AI laser. So if you buld a couple of fully upgraded missile silos you can just nuke them flat and send in a single soldier.
Excellent game, wonderful, elegent levels that are immensely satisfying when you make them click. A couple of the laters ones rely a bit too much on timing, which is a bit less fun than the puzzles, but that's a small niggle. 5/5