Game gets insanely easy after awhile. I was Diana, the assassin from the South Desert. Just max out our katar skills and all your katar army passives and build an army of katar wielders and you're unstoppable. Still, a decent game, and maybe it's not as easy with other heroes. Overall, 4/5.
For those complaining about that reckless can pull off insane combos, maybe you should try taking chances every now and then (considering that there are badges for most pts in one turn and even ones for losing, even if you f**k up, who cares...you may gain an award). I got over 4k in one turn and I've yet to see the computer get anywhere near that, and I've played all three "difficulty" levels.
Awesome game. Very addicting. Screw the people that complain about the "difficulty" levels. You explained it perfectly, and it's very apparent the differences between the three. The only "problem" is that I definitely wouldn't classify them as easy, medium and hard, as the randomness of the dice essentially nullifies any perceived difficulty level. 5/5
Focus on getting stun resistance and drain health for all your guys. Poison resist isn't necessary because Nature's Balm will grant you 100%. Health regen won't be as important with Nature's balm either, but still good to have, especially on the warrior. Power regen is good, but not that important either because you'll be so dominant after all the buffs that when there's just one enemy left, you can keep passing turns to build up your mana before killing it and moving on to the next wave. Keep the Warrior in the font-middle, and everyone else on the backline. One thing I should note, just as buffs last forever, so will debuffs. In that case, you can try to get one of your guys purposely killed and then just revive and recast all buffs. The only way you should lose in Survival with this group is when you get bored and decide to stop...guaranteed.
The key to SURVIVAL is that anything that says it lasts for a battle, lasts forever. Thus, you want to use guys that give you bonuses. Best group is Warrior/Mage/Ranger/Conjuror. The "bonus" spells you want are as follows: Warrior - Inspire; Mage - Flickering Flames, Arcane Armor; Ranger - Nature's Balm, Swiftness (not as important, because Quickness doesn't mean much in Survival); Conjuror - Eldritch Aegis. For Conjuror, you also want Call Soul, so you can revive, and Wall of Shadows is good to remove curses. Then just stack up on Armor/Weapons as you see fit. Remember, quickness doesn't mean much, so for the Warrior, get the heavy shield. Try to get him high armor and you can bring along Shield Wall.
Decent art for a card game. Game's way too easy though. For those having trouble on the challenges, the key in deck building is to just choose one color. All Black is the best, IMO. This game needs a skirmish mode and multiplayer.
nice to see a new twist on TD. No, it doesn't introduce anything new to the TD genre, but who cares? Political theme was well done and the graphics are better and more professional than most TDs. Only thing this game is lacking is badges...hope that comes soon!
Finally:
Dude! You just completed the Engionicnaut Hero achievement in Talesworth Arena: Death Watch and won the Engionicnaut Hero badge and 30 points!
Normal mode was a little too easy, and relied on a little luck. Endless isn't very "endless" when it ends too quickly. Even if you clear the whole board, you're screwed because then all of a sudden 6 spawn and another 6 spawn before you can even click, already filling up 2/3 of your board. 3/5 until endless mode is fixed.
Dude! You just completed the Friends with Functions achievement in light-Bot and won the Friends with Functions badge and 30 points!
Kind of easy, but then again I'm a programmer IRL, lol. Cool concept though. 4/5
Definitely needs a menu and a level select so you can go back and try to beat your previous score. Also, this game needs badges. I can see an impossible badge being 100% on all 20 levels. Unfortunately though the game starts off with a little skill needed, after about level 10, it's all pure luck. 3/5
For 22, you want to release the brown ball, then the left-most yellow ball, then the second left-most yellow ball in succession. What you're looking for is for the brown ball to hit the grey lever, then while it almost comes to a stand still, the small balls hit it and turn brown, then roll all the way to the left. At least one of them must go all the way left before the big brown ball hits the ramp, otherwise it won't work. If it moves all the way left, the big brown ball will launch them up and they will rest on top of that lever. Then release the two right-side yellow balls and voila, you've won.
Finally beat them all.
The trick to 21 for me was to put it on speed 9, then drop the brown ball...if it doesn't move to the left, restart. If it moves to the left, just when it's about to get under the yellow ball, release the yellow ball and hope it bounces off the brown ball and moves to the opposite side. If it doesn't, restart. You'll get it eventually. Cool concept...definitely needs some badges.