The barrels don't explode? Literally unplayable, 1/5 stars!
Fun, but needs some additional mechanics to make it more interesting. Deployable barriers or decoys would add a lot of depth, for example.
Got through the first level before encountering two serious flaws: 1. Shots are hitting BELOW my mouse, not where I'm actually aiming. 2. There is no guarantee that the orbs will ever actually approach the "hearth-piece", which is extremely boring. It's an interesting concept, but needs a LOT of work. Why isn't the yellow orb round?!
Why don't our mages have resistance their native element? Going up against fire-based enemies as a fire mage weakens your damage output, but theirs seems to stay the same.
The first boss fight is unbelievably boring. The powers and combat lack any punch that would make it enjoyable to watch combat play out. In the end, it's just another poorly-designed tower defense with a high level of polish.
I don't wanna be too down on this game because it's an interesting concept, but the Minesweeper implementation is completely wrong. Two mines CANNOT be adjacent to a '1' square under any circumstances. You have to actually play your own game to see if the mechanics are working!
This game deserves a lot more than a 3-star rating! I think the spotty English is holding it back, but the game has a fairly high barrier to entry due to its nature. Keep at it and it's very rewarding! However, beyond a certain point, I think it's possible to keep playing forever. Eventually, I started generating enough gold to bomb the entire board (except for one top-tier fortress), then rebuild from scratch until my score was as high as I wanted it.
It's a good start, but without a goal of some sort, there's really no game here. Are you planning to have the game generate the asteroid field dynamically or will the game have static levels?
I second Mistermind's comment. The sheer number of blocks I have to deal with after unlocking a few of them hurts me more than it helps. Adding a "loadout" screen that allows us to select which blocks we want to appear would be a simple fix and earn a 5/5 from me.
The weapons in this game are superbly balanced. The various types of enemies forced me to switch between my pistol, shotgun and rifle quickly to conserve ammo. The resulting gameplay is far superior to just giving me one really powerful gun that kills everything.
Two more suggestions: Implement saving. I reloaded and lost all of my progress, which pretty much means I'm not going to bother finishing the game now. I'd also recommend that the game not reset the music volume after every single menu.
This is a solid game! I love the Dune reference in the intro and the art style is fantastic. Two suggestions: The debug window should be disabled and the manual should make it very clear that the bot can both heal your units and damage enemies.
I dig the style and concept of the game, which is fairly original. However, the game doesn't save my progress. This is a huge oversight, but I'll bump my rating up if it's added later.
There are some serious issues here: Everything moves too slowly! Several times I found myself wondering what to do while I waited for the next wave of enemies. Hitting the pause button counts as a game over, which makes no sense. Perhaps worst of all, there is absolutely nothing original about this game whatsoever. If you can't be troubled to make something innovative, at least do it well. Last thought: Why does Diamond Hollow appear under "More games by Pegas"? Arkeus made that game, not you guys.
Production values are great, but it manages to make firing a cannon boring, which is no small feat. Gamezhero continues its streak of completely unoriginal games.
The difference genre is fairly well developed, so it's rather frustrating to play a game that hasn't learned anything from its predecessors. At the very least you should display the cursor on both sides of the picture.
thanks!