the overall presentation, artwork, aesthetic, is pretty wonderful. I wish the gameplay elements matched up to that; in general i don't believe that gameplay necessarily has to be Stellar to support the journey of the story (Loved), but in this case i feel like the gameplay elements are incomplete and could use some tweaking to help elevate the overall to a higher level. 4/5.
cute variant of a great card game. sorry that there's been server issues. doesn't detract from the great game concept and the great detail in which you've presented it. cheers. :)
nice first effort. would be nice if there was the ability to zoom in/out as an alternative to scrolling. would also be nice to have a speed button so that when i want things to develop i don't have to wait as long. concept is great, music is great, it's a little too easy right now. cheers. :)
very nice presentation with pretty great gameplay. the graphics and sound are sleek yet tasteful. the rotating board concept is pretty awesome and i love how it can change when you use the one ship that can stop a particular ring from rotating.
biggest complaints is that the opponent AI is pretty easy to defeat and doesn't seem to increase in difficulty strategically, relying solely upon stronger ships.
it also might be better to have a shop system not just for upgrades but for ships as opposed to "as the mission goes along."
it's nice to come across a game that has a good balance of everything overall, thanks very much.
very successful TD game. i like some aspects of this better than gemcraft and vice versa, so it creates a nice alternative experience.
the one thing i don't like is how tricky it is to get "brilliant"s fast ninja boss stages. since the upgrades for the individual towers is based on that tower's experience alone and since the fast ninja boss's 5 seconds makes it fly through most of the stage, it forces me to try to build very strong towers very close to the gem nest, and that's damned hard to do when the enemies can't touch the gems. even if i build it right, it's still a low probability that it will actually kill the ninja without a lot of luck (first hit comes from a crypt and it inflicts "fear" and the ninja runs off for a while). too much work for little return; it'd be better if the ninja wasn't fast or if there was a power up that could have a probability of negating the ninja's cloak.
picky concern for a great game though, and it can only get better in future incarnations.
nice game. controls don't bother me really; maybe it would work better if jump was just the direction of the jump as opposed to a separate button, but it's a minor detail.
my one gripe about the game is that from a puzzle perspective it's pretty straightforward; once you get used to the aesthetic, the pathway to find the puzzle solution is almost too easy to see because it's designed in a very economical way. maybe if you had some deceptive arrows or pathways that lead to deadends or puzzles that demand more forward planning.
but that's a minor gripe. definitely a nice timewaster.
thanks very much for this. phenomenal gameplay and concept. the dialogue is well written too. looks like the sequel has some neat improvements. interesting idea to have automatic ledges and jumping.
the circular generator levels were the best part. the wait-for-the-beams levels were pretty pointless. the first two were good for intros to then incorporate other elements, but after that, returning to just non-moving beams felt like backwards difficulty. i don't know what happens when you choose the left exit.
the one comment i have is that i wish i could start the game with a keypress instead of the mouse. after playing once, have to move the mouse back on to the screen then back off of the screen so it's out of the way. otherwise it's awesome.