Why does it say at the title screen
This has been open sourced.
Don't be a jerk and upload as-is to Mochi / Kong / NG
Dubious upload from an account that was created Apr. 30, 2012
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P.S. And what's wrong with copyright?)
Yeah sure you can beat each of the first 5 missions with only spamming arrow towers (maxed out tree) even on hard, but this game looks and plays fantastically. I really hope you can build upon this offering and produce a contender worthy of the top ratings.
Seems the game stalls for me on map 5 on the 4th wave.. timer never appears etc. so impossible to get to the 6th+ map. Also with no reward for hard, playing that seems pointless.
Really nice start though, the graphics are clean and overall gameplay is smooth once the bugs are worked out.
Lets see.... an over sized reddish brown haired bear with a blue nose, wearing a red fez and riding a shopping cart.... Who cares what the game is... 5/5
Am shocked nothing has changed well after a month of viable complaints. I tend to rate up games for prompt dev feedback so in all justice the converse applies to this game.
hehehe I was just about to post exactly what Hokvens said about crit tower and level 1 blues. make sure you put up a base red/brown tower next the entrance to pop the purple mobs and when large waves of dark blues come , have 'stop' ready. The rest of the towers are a joke.
Last level is doable with two Central Crit towers at level 2ish (be careful leveling the bottom to 3 stars as the extra range will mess up targeting) flanked by level 1 blues to stall the waves. Put base browns in the corners to pop stealth. The purple boss round needs stop up and ready as well as a few of the later blue monster waves. Greed is optional I started turning the corner browns into crits as well before hitting level 3 on the central browns.
I'll echo the comments about the speed at which updates are refining this game, bravo~!
That said the main issue I have is centered around range. The spacing of the tracks and limited placing of towers mean that the limited ranges of anything other than the brown base and blue slow are crippling to the point of near disuse. That one loses range from the base brown tower to anything other than the missile launcher means that even those critical towers are crippled until you can invest in upgrading them... no upgrade should ever cripple overall value like lowering of range does here. That said, red fire base is of limited value because never will its range allow it to track more than one path on most maps. Also, such things as the blue radar are laughable in that they will only ever reach 2 other towers at best, and even then lack the overall improvement value to exceed the turret placement's base value. Seriously, the ranges of towers should be overhauled.
Well the top ranked comment from sanityfaerie says what there is to be said. So much active effort required for almost no progress results in sucking the fun out of any redeeming feature. Sure there's interesting mechanics like the classes and pathing, but meh..... too much boring effort.
Main issue I see is that to get anything other than your hero to deal with stealthed units, you need to not only devote enough exp for archers or wards to level 4 but then waste first specialty at a cost of 400 gold. The poor range of the wards makes archers the only viable choice here. Other than that, the ranger hero acts as my stealth killer exclusively, not sure how well the other classes can handle this issue.
This idle is super realistic.... rolled a sickly elf bard and medium ducks were intimidating him as he died at least 10 times just getting to level 3. Started over and rolled Urnst, the dwarf knight. Biff bam boom - kicking medium duck butt all over the place. Looking for the fabled blue rock now, what could possibly go wrong?
Did you manage to load the game? Have you already started playing? Feel free to share impressions and thoughts! Your feedback is very important for us! P.S. And what's wrong with copyright?)