Interesting presentation but the controls are horrible hehe.. I mean not too difficult to allow directionals and asdw to move view around in addition to mouse.
looks really nice, a solid first try though obviously just that hehe.
I'll add one suggestion, tho minor. Best to add some sort of HP bar over the attackers as players really need the information.
great first effort.
A rough gem for sure. The overarching concept of balancing guns with butter is very promising though it suffers from lack of documentation and there's obvious balance issues (huts vs houses anyone?).
Hope there's a sequel
not sure how this only has 3 stars, great puzzle with graphics that recall old school Video games sans the overt pixels. Nice challenge with several options regarding actions to be taken. Very well made game and I have not even encountered the player made mazes yet.
not sure how anyone can call this gem of a game over rated.. not too sure what other game on kong can keep peoples' attention for years like the old dtd can.
So much depth in a deceptively primitive game... the TD game all others must aim for lest they just fade away.
no problem understanding the concept from the frist few missions... my only complaint would be levels 11 and 16 where you have the set up but need to hope they all hit roughly same time..
Fantastic concept, great game.
To be honest I'm gonna book mark this game and wait it out hehe. Rough around the edges but well the dev is so on top of this game it's only getting better. kudos to Kendric!
wow minimalist graphics are good!!! more time for gameplay! Very promising first version and active participation from the dev Kendric. 4.1/5 rounded down =).
Look forward to the game's evolution.
and last book... maybe hehe.
Portal scrolls seem a bit uh.. ad hock. How about removing the things altogether and placing shops onto the map like a quest givers are. This would remove the need for portal scrolls, make it less "need a shop now"able but can return a few times while on the level. Have the same rate of every other level, sometimes in between. For Difficulty, can add a shops are rarer as well as no shops at all.
Conjurers need help. Their summons do not level well and nothing a summoner can do stat wise seems to help them out it appears. Also, since they need to summon a new critter every battle, they are a half skilled class on trash monsters since it's the first round that matters most. Honestly should make the golem(tank) or wolf(dps - maybe call it something a little more impressive?) summons persistent and tie their skills to the level of int the conj has. Where as one golem or wolf can be up, make the sprites available as well though poofing after the fight.
Dps pet btw would need some sort of "don;t hit me!!!!!!) skill or else it's just a second class barb/rogue with the same basic liabilities.
In terms of min maxing one class above all others... Clerics. It's honestly one of the feasible meta teams to make an all cleric party, that's just how powerfully versatile they are. High Defense plate, single and group heals/cures, single and aoe nukes, decent melee, revive, aoe blind, self defense,and to top it all off, a dps buff which stacks!! Every single skill clerics get is directly useful, even their passive choices!
You want more than one Cleric in group just to get their skills in play; I wish I could say that about the other classes.
Rogues and barbs needs some form of ranged attack as until they are 25 points into passives, they are a liability in the front line.
Rangers and Mages are both amazing ranged dps and a perfect compliment to those clerics.
Warriors are a nice meatshield and all but honestly, rather have a cleric tanking what with their skill set.
Great update to a great game. Like the new difficulty flags as it really is ugly hard when you pile em on hehe.
A few thoughts:
The step up from normal to expert is a serious climb. I'd suggest an intermediate 'advanced' mode that's midway from standard to extreme. Plenty of challenge without the need for min maxing the party.