a bit too easy =/ random guessing gets through 90% of the levels. The ones it doesn't just have to have a couple pieces swapped and its there. Nice idea though.
Non-customizable unintuitive controls, bad handling, all around frustrating to deal with. Which kinda sucks because the skills feel like they should be more fun than they end up being.
very fun, combines "action" game fun with "tower defense" game fun. Only thing I wasn't big on was being able to place blocks while paused. It made it feel like I was cheating some of the challenge out of the game (place the sight block only where its needed when its needed, and the like) So I tried doing it without the pause placement. The survival level kinda forced me back to it, with the bosses changing the bottommost blocks of my stack to cheese and I have to remove all the other 4 blocks to get to that one. =/
what is the point of more than one enemy team? They share the one "enemy" turn per your move, and I've never seen them attack each other (except via incredibly convoluted gravity accidents)
bleh, final boss couldn't hit me, but his self-healing was just stupid, so I couldn't hit him. After 30 minutes of beating on him, all of his armor fell off from damage, and I finally was able to whittle him down.
How anti-climactic
The issue with games like this:
1) It is easy to lose even if you make the best possible choices.
2) It is easy to win even if you make the worst possible choices.
3) As a result, you feel there is little you can do to change the outcome as the reward of winning is not associated with any kind of strategy.
when you have this many people asking about autoattack in your game, as a game designer, you should ask yourself:
"What am I doing wrong that is causing so many people to not want to play the game"?
A very good game in all but one way: the controls. Upgrading a unit requires clicking the unit, clicking upgrade, clicking the upgade you want, clicking the X. When I have 8 units to upgrade, it gets old fast.
1) it should default to the upgrades screen, since 99% of the time, that's why I'm clicking on the unit. Saves a click.
2) clicking on a different unit should auto-close the previous screen. Saves another click.
Halves the time to upgrade units. Fixing minor issues like this can make a game a lot more fun to play.
Do NOT get any of the Meteor perks if you're going for the hard badge: they will killsteal your kills and make it a lot harder to get the challenges that require you to kill enemies with a specific weapon.
1) Take a character with the best control.
2) Max out control.
3) Equip +50% chance of Cannon equipment.
4) Luck out and hit 2 consecutive cannons.
Result: 1.2 million distance.
I like TD games... not this one though. The balance is way off, it level grinding of all things, and the only dificulty is in trying for the "expert" ranking since the creeps come waaay to slow to be a threat at any less than four waves at a time.
I've got a perfect score on every level but "Movin' On Up"... The 5th or 6th flying wave has one sneak through every time because my anti-air towers ignore one of the mobs...
@barbarth
Juggling cheap? The game is balanced around it... that's like saying that throwing the ball is a cheap way of winning at a game of American football.