Great concept, entertaining content, just the right length. Not exactly replayable, and I'd argue not really a game, but I don't care, because it made me laugh.
Where can I find explanations of things like Experience and Attack and what Defense really does? And how do I respec, since it didn't tell me how to activate skills and that some don't work with others? And how does a non-sorcerer heal without spending all their money on potions?
When objects on screen overlap, please have the UI be intelligent about what it thinks we're clicking on. It's more likely that we're clicking to attack an enemy than we are clicking to pick something up or put out a fire; yet every time an enemy is standing on treasure, my greedy avatar runs over to rummage for pocket change and gets his ass handed to him.
In the Rift: large maps + stationary enemies = timing out with full health and one enemy left to kill. FUQ! Give us an arrow to nearest enemy or something!
@drako2k0: You get shields (or something) for each level you complete at all. Look for the button with the hammer on it at the bottom of the Map page to get to the Upgrades screen.
Before, I made a suggestion to let us choose where the soldiers would stand. I retract that suggestion. I can't stand all the comparisons to Kingdom Rush that would result.
To everyone saying the golems and mammoths are too hard: (1) don't forget to use soldiers, especially somewhere near the front, to cause damage over time and slow them down as they stop to shuck them off; (2) send your fully-upgraded hero to hit them, including with his special ability (which won't stun them but will cause extra damage); (3) don't forget the mage towers won't hurt the golems, so send in the hero ASAP if you're using mages as your only shooters; (4) practice _actually hitting_ their vulnerable spots with meteors; (5) use berserk to speed up the towers around them (if you've laid a bunch of shooters in a tight circle) _and_ the soldiers _and_ the hero clinging to them; and (6) try different tower configs (I like cannon, soldier, and mages through to a soldier at the end, but that was tweaked for each level).
@Terastas: What's it a ripoff of and how? Is there another TD where your little dudes swarm all over giant baddies? (And please don't say "it's a ripoff because it's a fantasy-themed TD game." If we only allowed one game of each theme and class, there'd only be 42 games on the site.)
Awesome game. Fun theme, cute graphics, challenging levels. And trying to climb the dragon is a hoot. A few possible improvements: (1) We're trying to select towers, not the minions on the towers. It's not like we can heal them or give them orders, so don't bother making them clickable; it only gets in the way. (2) Let us see the map and make upgrades and give orders when we pause. It's chaotic out there. (3) Mage towers and archer towers are the same, except mages can shoot ghosts, so archers are useless. Make archers good for something else; increase their range beyond the other shooters'? (4) Let us pick where warriors stand and/or their attack radius. (5) In the sequel, allow tech upgrades to add some classic effects? Poison the arrows, mages freeze, cannons have higher blast radius? Or is that too cliche?
Getting freakin' tired of wasting my potions by accidentally pressing the W key to go up...like you do in pretty much *every other platform game around*. If you don't want keyboard controls, fine, but at least don't map those keys to shortcuts that use things up.