I find it totally ironic that the game fallout was based on was indeed Waste Land from Interplay. Not hating on the game in the slightest but find it humorous that while he defends not being a rip off, he picks the name of the real original =) A classic genre to explore, looks promising!
One of the best TD games ever posted on kong, playing almost as a puzzle. The towers and upgrade system is nice but it is overshadowed by the synergy demonstrated by the creeps themselves and figuring out how to deal with them. Clean, effective graphics and well coded game means no slowdown in the slightest, which in this day is not to be taken for granted. 5/5 solid
If you are having a hard time, keep in mind the enemy always runs clockwise, so place turrets accordingly. For the shields, be sure you place skill into shield projector as the pod doesn't defend nearby turrets by default. Try not to group turrets up too tight as when enemies explode, any nearby damage will all go to the shield pod. The second shield strength promo on the defense pods is a major upgrade and not too costly.
nice shooter, 5/5 just to balance all the hate, 4/5 other wise. suggestions: mute button even though the music is nice. Have the music fade into repeat better. Add auto fire. Allow us to skip boss dialog. explain the items better with accurate numbers. fix dialog typos. add a help option in game explaining the bonuses enemies drop, the ship stats etc. Great start.
You know, the game is silly easy, the multiplayer is flawed with summons + stupid AI and my all priest team got nerfed!!!! Damned game is addictive as all get up despite all that! 5/5 still.
thanks person that put up really lousy army! no way gonna grind past level 12ish just to try and beat some overleveled monster group =)
Amazing game btw. 5/5
Woooo, I managed to kill one of the floaty disk things before I lost. Love how the rocket launcher is completely unable to kill a single thing as it splits its rockets between different targets and then next salvo, to an entirely new set of never before shot saucers. Epic fail.
The cheap tower (norton) works well against those tentacle guys who normally only take 1/3rd damage (exploits). Since it has good range and always does 100% damage it's a good sweeper if any leak.
oh, another issue I noticed was that the healers will not heal troops unless they are getting beat on. I watched a mace at 5% health sit around while the healers watch the enemy match across the field to beat him down hehe. Worked well as by that point I was looking to kill off the lesser melee for captains but it was bad form.
Minding the issues with footman speed out pacing support, I cannot see the use of ever having knights at all since they will dash out ahead and die isolated deaths the way the controls are now. One addition you might want is to add a separate charge/pullback just for the knights as they are great chasing down retreating troops. problem though is the hard cap of units I'd much rather have massed healers with captains and generals acting as a meat shield. Since caps are all encompassing, I have no room for overly fast knights or ranged who's range is too short.
An issue people brought up is the over all range of the towers and troops. if one spawns melee before the enemy shows up at the gates, they will walk out of range of the fort tower. The only way I pop defenders is when the enemy is just about to start hitting the gates as they will then stand where they last fought. Also, the variable walk speed for the troops is counter productive. armored melee out ring ranged and heals both, never mind cavalry.
One of the better age of war type games in that you really need to think about what to build when in order to beat the later missions. The major bug I saw concerned troops on defend chasing the enemy to the other side of the field. great effort though, gave it a 5/5 for the overall promise.