Although I don't like difficult puzzle games, I appreciate how well though-out this game is and how it manages to be self-explanatory. I even enjoyed the first 7 levels or so, until it just became too hard for me.
Definitely worth a high rating, regardless of my personal opinion regarding difficulty! 4/5 from me!
I love how you learn that the tiniest of scratches is dangerous with zombies around and the next thing you do is proceed to put headphones on an angry zombie that doesn't have its hands restrained, topped off with some boxing in its face.
"I'm a scientist; trust me when I say: wearing latex gloves makes me invincible."
Don't you just LOVE it when halfway through a level, you get a new enemy that is immune to all the towers you placed so far, lose as a result and get zero reward for the time you spent? Well *I* don't. Too bad, because I liked the idea of a 'horizontal TD' game.
While I like the concept, there are just way too many glitches. Some people report glitches I did not encounter, so it seems to be pretty random when and where they occur, but in the end, the game froze and that was the end of it. I am happy for the people who remain unaffected and get to finish the game, but overall, I think it is pretty unacceptable to put up such a glitchy game.
@Evernewb: I thought of how handy it would have been to sell from a chest directly too, but then I realised that an RPG is supposed to make sense. Basically, you can only carry out of the dungeon what fits in your bag (a representation of the bags of all your team members combined). As such, selling from the main game menu basically is a shortcut already from having to leave the dungeon, but that is what happens, of course. You probably lack the persuasion of getting a shopkeeper to tag along into a dungeon to buy stuff right from the chest you pull it out of ;-)
A classic shooter in a fantasy setting, with leveling, upgrades and different team options... This could have been done decades ago, but as far as I know, it wasn't. Massive props to the makers for creatively combining old elements into something that feels new - even five years later - and is a lot of fun!
Ugh, I select the incorporeal enemy so I can walk through walls only to find out enemy archers just shoot through the walls and hit me. Sorry, but bugs like that should have been caught with even the bare minimum of play-testing - and if it was intentional, why bother adding this avatar to begin with, as it renders him virtually useless.
I tend to like launch games, but this one I like more than most. The graphics style, the fact space is actually quite different from the rest and the great amount of fantasy used to come up with the different plot elements are just amazing! This game really aged well, in my opinion: still a lot of fun!
I love the concept, but the click timing is tricky and I would have love to be able to see which ball originated from which gate without having to switch everything off to eliminate possibilities.
Although I understand people's frustration with the repetitive nature and lack of attack settings/targeting priorities, I really enjoy this game BECAUSE of these little flaws. It takes me back to the time of simple games with set enemies and little bugs like "random" meaning "itself" that would be slightly annoying but ultimately resulted in knowing winks between friends who both knew a game when they witnessed someone new playing and finding out for the first time. Contrary to the old days, at least there is no "Game Over" screen to look at each time you die, followed by having to start over without money or any unlocked cars and upgrades - which I consider a huge advantage ;-)
It would be nice to know why I can suddenly no longer produce new units. And like others said: the AI should at least involve defending oneself from attackers. Also, if you set Auto to Off, it is very annoying to see your units chase villagers well into harm's way regardless.
Me: "Ah, the red stuff is lava, of course. Let's stay out."
Also me: "There are gems and monsters in the red stuff. Apparently it's just red water after all." *jumps in and dies*
I am aware that true randomness does not feel like randomness to people, and this game may simply suffer from that effect, but I feel like it is simply programmed to be utterly unfair. The medium badge is awarding points to those who can resist the desire to toss their computer out the window long enough to obtain it :-P
This was pretty nifty: educational AND fun!
Judging by the ending, the prediction of that meteor strike was quite inaccurate after all. I can't but help seeing that as a sneer towards all doomsday conspiracy thinkers!
"Hey look, an NPC!" *eats fireball* "Ouch, apparently that was an enemy."
"Oh no, an enemy!" *accidentally bumps into it later* "Oh, that was an NPC?"
This game also contains the old-school concept of background that can just barely be distinguished from the actual ground you can stand on. It brings back memories. Bad ones.
Some of the levels were a lot of fun, but some were absolutely horrible (IMO). The fun-fair in between was a very fun addition. Although the sound effects were fun, I would have liked the option to mute the game without having to mute the browser tab.