4/5. Very good idea, but too restrictive - i.e. I type 'water' and I get water, I type 'fire' and I get... nothing. Be more fun if users could type any previously used word, instead of just the ones you chose
Problems with the game:
1. Same thing as everyone else - stop trying to charge us for the most basic features. 2. I object to a game like this requiring other players to contribute. It is a single player game; the only player interaction is that you somehow need other people to contribute to build your shop - ridiculous! Make it properly single player. 3. Steep learning curve, would be helped if you allowed the player to issue commands and do things while the game is paused.
I'd like somewhere I can see my kills. The hundred enemies killed badge has been reporting '6 more to go' for the past two levels and 31 kills... Does it not carry kill count between visits, or is it just broken?
Good game, but too strict - there seems to be only one correct progression, and if I buy things in the wrong order the ai rapidly takes the lead. Needs to be more flexibiity, or possibly add a random component to the AI decisions - e.g. occasionally let them make mistakes as well!
Why does everyone think guns are for 'defense'? Guns are not for defense, guns are for killing things! Why not replace it with an upgradeable cowcatcher? Would be more useful, considering you're trying to escape, not go on a kill spree.
Lots of spelling errors (e.g. "when tower form,"). Need to be able to see what's in the next wave so I can prepare. Upgrading towers apparently does nothing? It doesn't change the tower details, is the upgrade not working? Also, no real explanation for the element types - I assume fire is weak to water, but where does metal fall in this? Can I only use spells once per battle? That should be spelled out somewhere. Also, some towers have a minimum range as well as a maximum - would be good to know that in advance! Like maybe, when you place a tower, indicate where it can hit? I think that each 100 range is about one space. Apart from these though, it's a good concept. You should take a look a stormwinds - the stormwinds games are very similar, you could pick up something from them.
A good, if badly spelled point - the lack of stairs is a terrible fire hazard! I hope this hotel never gets inspected... or do we just bribe the safety inspector? :D
Good game
Need to be able to repair buildings, and much more importantly, target specific enemies! This random flying about is quite inconvenient - how do you ships decide who to attack?
1. small grammar error: on the level select, one of them says "you must complete level X" to unlock instead of "you must complete X levels", which is confusing. 2. turrets do not target lead drone - really annoying when one with almost no hp slips by because your turrents are concentrating on robots at the back. 3. game too easy - I never really felt challenged; to lose, I have to make a deliberate effort, e.g. deliberately not building any towers. winning seems almost automatic.
I can't use any of the mines - there isn't enough time to lay them, when I need to be both moving and shooting I don't have a spare hand free to move in the mines. Would be great if we could place mines while paused!
Get you paws off me, you damn dirt demon apes! :p Had to be said. Anyway, I see you have created an rpg without the most boring aspects of an rpg - inventory and stat management. On the surface, you'd think this would make it more fun, but actually it sucks all the fun out of it. Very well done, but with all the hard parts automated, you're just running around bumping into things until they get out of your way, and you can run around some more. What's the point?
Good game, but the stars are a little weird. In the early levels, it's actually difficult for me to avoid them, while in the later ones... take level 14 for example: I think it is impossible to get all three stars, as even the walkthrough can't do it. Maybe change that?
Interestingly, by the time I get to each of the unique characters, my own characters of that class already have equivalent or better stats, at lower monthly salaries - why pay more for less? the unique characters need to be available earlier, or they're not much use!
Can you really clear 5000 tiles in a single game? Given the achievements reset when you start a new one, that sounds like it would take a lot of pointless grinding
Lv5 Unique Characters and Lv5 Normal Characters will have big different :) - and they looks cool!