I think falling potatoes are too strong, especially in the first levels if you level 'em up soon but they are still the best spell through all the game. Also archers get hungry a bit too soon imo
I would like to understand the math behind attacks casualties, how are they calculated? Looks to me like the defense advantage is not big as the old board game (which is fine)
I was at 67 upgrades and I could already fly forever, I didnt look at the cloak but it was a painfully long launch and in the end I just let it die because I reached 1 000 000 FT and a lot of money. I think launches shouldnt last that long, the combo spring-> balloon -> rocket made me always come back from slowing down
I would like to further add a different aspect on what I would like to have in this type of game: an objective. An achievement system would help me have a target and also knowing when the last round will be or when an ugrade will be maxed (i.e. tower damage). Right now I'm not even sure if there is an end so I decided to play until round 100 and then force myself to stop. Sorry for the criticism and thanks anyway for entertaining me during this time
... Part 3/3 Maybe there should be less gold per kill and much more gold per round end. I don't like that my castle health get fully restored if I level up during a round making it one lucky way to pass a round. It's pretty hard to understand if I have available talents or if a research is completed it should be probably stated outside their individual store page. The bottom bar should be a progression of the round I guess but it doesn't really end when the last mob appear as far as I can tell
...part 2/3 (I was joing when I said 2 parts :P) We should see better values of how much hp and defense we have and what defense does exactly (is it damage reduction in % or by subtraction?). We should also see basic and total damage of the weapons we have. The second resource: the gems have almost no means to be there at all being able to be converted into money and not doing much else. The tap have almost no graphic visualization so it gives low satisfaction. The forth tower for a while hid the damage my castle was taking. The fifth tower hides parts of the lasers. There is almost no strategy at all involved, I can keep loosing a level without any punishment and gaining almost the same gold as per winning it...
The tap does have a graphic, although sometimes its hard to see, in addition to the numbers above the mob when you tap.
Gems are for research as well.
Hp numbers and overall stats page will be added later.
More stuff will be added, adding to strategy in the future. It is what it is right now.
Thanks again :D
The game overall is poor yet somehow it brought me to keep playing (I'm on round 100 atm). All the monsters are the same, okay there is a ranged slime but it doesn't change anything anyway. Also you unlock them all in the first couple minutes of gameplay. The bosses probably do too few damage. There are several useless upgrades: Archers and lasers range. Archer's homing arrows, archer's priority targets. Tooltips and general information is lacking. After i max an upgrade I can't see his description anymore. When I unlocked new upgrade pages I didn't even notice, I think the GUI change should have been a bit more sparky to make me understand I unlocked something, Talents don't do much or rather, I can't be sure if they do because of tha lack of information so they give me almost no gratification. part 1/2
Range is useful and homing arrows are really strong. Don't know what you talkin bout willis.
Talents information was just added :)
I'll try to make some of the feedback from unlocks and stuff more visible.
Working on more mobs, and other content.
Thanks for the feedback :)
The button "spend all gold to maximize Crusader levels" should increase swapped out crusaders levels aswell in order to maximise the idols you get on reset, which is the button purpose anyway, right? Atm i have to hit the button, swap them manually, hit the button again, reset the world
You only get Idols from the 20 Crusaders (or more, if you've unlocked the 21st slot, etc.) showing on the bench at reset. The levels on swapped out Crusaders don't count.
The buy max levels button is to help in leveling up all 20 Crusaders at the end of a run, which it does.
I love the mercs idea (playing without guides) it's really funny to try different combos but i guess it was painful to balance, you are awesome DivineGames!
i was going to give 5 stars before the tartoise level, then i couldn't go further just with logic but i noticed the numbers on the border turns lighter when you get them right, so you can basically just try every single piece over and over until you get them randomly right.
From a puzzle game to a mechanical work, i hope it was me that couldn't guess it right but please remove that hint with the colors change on the border anyway...
I understand making a challenging AI is hard but this was too easy, rather than just handicap us or bonus the AI on life points maybe you should let the AI have different advantages like creatures or auras in play.
Many spells work on both players and some of them are often counter-productive, a human can easily see it but the AI don't. Maybe balance the foe decks with fewer spells and more creatures and make some spells a little stronger than they are ( some don't need buffs at all ).
playing on google chrome, lvl 7, night version, i've got a bug with fog of war: even if in turret vision the squares often keeps the dark look until i upgrade the tower. I can still build towers in other towers vision even if they are dark
Great game, maybe a bit too easy: for the 5 gems i only redid 3 stages and my perception is that the early part of each stage ( wave 5-10 of 20 ) is harder then the later part, maybe cause the final form of each defender is just too strong and you can reach an overwhelming dps. 5 star from me.
the hardest part of the last level was to don't fall into the bug of the monsters that don't move from spawning point after being frozen so that you can't end the whole level anyhow
The bottom bar is a progression, this last update I fixed it to be more in tune with the wave. On top of it!