it was a decent game, the voice acting is by far the best part of this game, the gameplay mechanics are frustrating at best (although i do like that just climbing is punished, however you shouldn't auto-fail from reaching the top of a floor) the art needed a little bit of work (small dialog boxes are hard to see, which shouldn't be a problem in this age of HD computers) and the story motivation didn't make complete sense; and while the 'values' of the characters are clear the ways they chose to take their revenge is strange and their motivation is odd (for example the last boss; he was supposedly a way worse guy; so we're just going to allow him revenge too, getting rid of a king who while making a few mistakes saved us from this terror)
it seems that upgrading damage is the most effective way to defeate enemies, find a few towers that you enjoy using them and upgrade their damage to help with incoming waves, with the price point starts getting to high just build some more towers, trying to keep a good amount of slowing towers and stopping towers around so that your damage dealers can have better effect
i'm so confused as to whats going on, with no 'tower' info other then a very small one at the end of the tutorial, the waves seem overly difficult, but that just because i'm trying to used ranged towers, and the 200 gold one didn't do ANYTHING when i put it out... this game needs a lot of tweeking before it'll feels finished, possibly with an outside of lvl upgrade system (more hearts to queen, higher tower base damage exp gain etc) and a lot of information about enemies and towers included somewhere
everything was going fine, untill the chains, which i swear i clicked on thinking it was a spiderweb and it didn't pick up; got everything else then had to see a walkthough just to see that the area i was clicking really was an item. it'd be nice if the 'hit box' detection was a little better, but everything else about this is great, i love the way the ending changes depending on what you do (and the escape story) the hint/riddle was just vague enough, had no problem spotting that second page, both glad and annoyed that you don't have to put the items into the pot in order, it takes away from the challenge slightly, but you don't need that to be challenging. Tone is great, and the graphics, other then a bit of confusion about what i can and can't grab (why can't i pick up the candle, if only to be like the roots) its a great game with a great twist on a classic theme (escape the room games)
this game feels a bit broken overall, the detection system needs a lot of work, slamming down and getting perfects instead of perfect slams, gas not filling up your bar when your boosting (or at least your basic bar) spending most of your time in the air while coins and boxes are all located on the ground, and the feeling that if you do 'worse' your better at the game, which is to say because the blue bar refills its better to try to keep it in the blue with a few little tricks then go for overdrive and be forced back into your base gas at the end... its a fun game, but it feels quite broken
seems like bonus mechanics are a little broken, maybe it has something to do with speed (like the clouds only generating after you've passed an area) but after a certain point bonus items like gates, letter, bonus spins, fuel etc stop showing up as much, if at all
I like the writing, theme, and upgradesin the game, cute that the highest lvl of times look like an iron man suit.
i hate flight games that don't include some sort of radar and 'side' scrolling, when you have a limited amount of space and a random dispersment of items that go flying by it makes it feel less like skill and more like luck when you do well, radar would make it feel like there is a bit more skill when i'm flying up, and allowing you to go past the 'sides' of the screen (keeping your character in the middle and allowing you to go 'forever' in either direction) makes the issue that you don't have a ton of room to work with a little better, more often then i'd like when i'm trying to get the items my mouse goes off the edge of the screen and that causes my monkey to go out of control, so having the screen scroll with the monkey instead of trapping it, helps to prevent that issue and makes this more of a skill based then luck based game.
it would be nice if i could use high lvl crafting items to make things that need lower lvl stuff maybe at a 1:2 ratio so i don't need to go back and grind, a little information about what class/race focuses on what style of play i.e str,agi,or int, what areas are more likely to give what sort of crafting items or equips when grinding, which ones have dungeons, and no 'double trips' if i move to the market then quit to craft some equips after selling some stuff to make space, not needing to move back to the market... still a really great idle game
getting people 'stuck' in quests is a little annoying you should be able to cancel people from event quests during the 'mornings' when your not in shop otherwise you can't level people who you've assigned to quests that you don't have the items or personnel to complete
everything seems to work pretty well all together, the demand for items/the limits on who can build what is a little frustrating, espicaly with the limit of workers you can have early on, but i can understand it from a 'pay to play' perspective, the one thing that becomes overwhelming is that because your main shopkeep is the one that services EVERYONES needs the demand on what they can make is usually higher then the rate they can build, and because she has lower end items they sell for pretty cheap
this was a great sweet game, i agree that longer would have been nice, maybe with more purple yellow 'puzzling' elements, but i really enjoyed it, however the love story is a little odd.
there are litterally points in the fruit races (espically the last two) where its impossible to get all the fruit, because they're hovering over pits. the fact that i can't keep a nitro build up (fine if its not full i can't use it, but could you keep the buildup in the bar i already have and just take out the one above?) and cars blocking my path when it should be pretty simple for me to win except that they're so big its almost impossible to get around them... this games needs quite a few fixes before it feels like it a finished product instead of this framework
to kill the boss you need speed not repetition, doing a higher jump will do more damage and you can kill it in only a few hits as opposed to 'bouncing' on it which will do very little damage and take forever
a lot of the enemies feel kind of broken such as the ninjas basically shooting at me when they're off screen, the arc of the rocket launcher having almost nothing to do with where i'm pointing and the regen of the repair skill being so low, enemies who 'rage' as soon as they hit they barrier ect. its a decent game, but really should have a lot of fine tuning to become a fun GOOD defense game
Thank you. I'll spend this night tuning the game (it's already night in our timezone) and will update the game tomorrow.
As for the rocket - it was intended so, the high splash damage justifies the low accuracy.
this game is so frustrating while i see that you can use abbrevated commands trying to type out longer questions almost never gets a response, your better off trying to use short key words because it has such a limited response system; really this game just feels broken because of it
got blocked going into room 12 on hard, made it past the buttons only to find the doors shut with me on the wrong side, first time though, i was playing on hard and as far as i could tell hadn't made a mistake yet
this game is poorly designed and implimented; there are lots of great ideas and its a lot of fun as is, but really needs a lot of work. scrolling to see all the options on buying ships the very slow grind to get war points, the way combat and rewards work (seems to be that building up your boarding skill is much better then trying to combat the other ships, even then it doesn't really seem that you get a better reward for capture vs. destruction or when you get first strike vs. the enemy) there needs to be mouse over tips for the upgrades what each one does, and the upgrade achievements need to be toned down; really i was finished with the game in the first 100 days the rest was just grinding out war points and achievements, the second not because i needed it but because it made combat a little faster and easier.
God you talk crap.