Kind of low impact on upgrading units/traps/spells outside of battle (and only limited to level 10). Would've enjoyed the chance to get a unit up to level 100 and just winning a level with one of that unit and nothing else.
Yes, it would break the game, but people would have to play a hundred hours to get to that point, so... please?
So you get two inflatable boats? That seems excessive for three people. Then again, that town had the largest football team in the history of the world, so who am I to judge?
That was VERY well executed, well done!
Would've liked a bit more story (especially in the ending), but it goes well with the feel of the game to have it as it is.
Definitely a 5/5 from me.
Technically impressive, but the temporary nature of all upgrades makes the sense of accomplishment and growth very lacking. Would have liked something to actually stick. E.g. upgrades becoming cheaper or more effective the more you use them.
There's not much here that wasn't already used in some other game, but wow does this manage to pull off an excellent combo! 5 stars from me as well. Only thing that is annoying is that new tower types you unlock don't go back to earlier levels.
So... all I do is keep digging to gather material to make better picks so I can keep digging to gather material make better picks? No thank you, Terraria was great, this IS free and online, which are good points, but I just don't see anything fun here, sorry.
Just got past the first boss and already have all upgrades, but keep dying on the next level.
Any chance of having some stronger & more expensive upgrades? Kind of odd that you cap out on the main customization mechanic 25% into the game.
This needs to be way, way higher rated. Yes it's a demo, but it's NOT just the first part of a flash game that they broke off to get people to pay them money. This is a great game, both the demo and the full game, and we're lucky to be able to play a part of it for free. 5/5
So... aside from the mini-game there is a finite amount of experience available, yet you make resetting your skills cost experience? That's... kind of weird.
No visible stats, within-type upgrades lost when upgrading to the next type.
Some decent ideas, but my main gripe is that a lot just doesn't seem that thought through.
In sore need of some balancing, which is a shame since I do like the art style a lot. Also, at least for me personally, a large part of the draw of launch games comes in the sense of progressing and getting stronger. The upgrades not only seem to be rather limited in impact (e.g. the chance upgrade always needs ~20 perfect launches to refund itself, how many launches do you expect people to have?) and have no visual change. Level 5 armour looks the same as level 1 armour, etc. Only the launchers differ a bit, but even there only in three levels.
Great concept, love the art style and dialogues. However, the customization elements are very (very) light. 2 unique skills per character isn't really a deep system and there doesn't appear to be anything like stats or equipment or anything. Would have loved to see some more depth there.
Really nice, but kind of annoying that you lose all exp / stat boosts you gain in a level if you lose it. Would rather keep trying a level and slowly build up my stats (and skills) until I beat it than go back for an indeterminate amount of time to earlier levels and grind. The stars are a nice touch, wish more games would do that.