This is a wonderful example of subtractive design at work. All explanations have been cut out; there's no menus, no tutorial, and absolutely nothing in the way of learning the game yourself. It's clean, intuitive, and clearly communicated, yet still complex enough to make the brain work a bit. Excellent piece of work. I would definitely like to see more puzzles and more elements thrown into the mix.
Anticlimactic, but still a decent time killer for a few hours. I focused on pumping attack as much as possible with levels and crystals; let your skill points handle the rest. Ignore HP and MP; they'll take care of themselves.
Letting us stack durations on firestorm and charges on both lightning buffs was a wonderful decision. there is nothing as satisfying as raining down meteors for ten minutes straight while holding down the button and bathing the screen in lightning.
Feels goooooooood....
Like the music for the game, but it needs longer tracks to reduce the feeling of repetition. Just when the stage music gets good, it dies down and starts over. More music please!
Also, 3 waves to start? really? It's virtually impossible to fail that. Have a little faith in your players; we're not all first-time gamers, and failure is a good teacher. Last but not least, scale the rewards per level with difficulty. It's frustraing being unable to accelerate the difficulty and your rate of growth to match your pace, especially if you're coming from other bloons TD's and have experience.
Oh, and one more thing: Dartling gun is love. Dartling gun is life.
well well well, this is actually kinda cool, espescially once you figure out the real game. It's all about filing your meter, launching, winning the duel, and making your super too long to memorize. fans of the old game "simon" and it's ilk have an advantage here. Very intuitive once the basics are explained, enough diversity in characters and animations to be balanced yet interesting, and a fairly good Quentin Tarentino-style plot. animation is smooth, though I think the battle flow could be just a tad faster to keep the challenge up. Also, good use of color to keep characters distinct. Very well done game. David Sirlin would be proud.
"Tea bag!!!" lol.
was it worth it? yes...yes it was.....waitaminute...where are my cheesy snacks??? NOOOOOOOO!!!!
huah! (flips finger)
lol.
needs some interface work (hotkeys maybe?) and eventually the challenge kind of leveled off. just things to think about. still entertaining though.
anybody else ever notice tack shooters inexplicably missing a perfect shot? seen their tacks (and blades) go right through balloons on early levels sometimes, wee bit frustrating. Still fun otherwise.
I thought it wasn't too terribly hard, I used primarily arrows, up to chain guns, And a MK2 sniper to help with bosses and shifters, couple of basic blues, and I was good. Funny AI on the towers, though. Chain guns seemed compelled to retarget instead of focusing, made healers a little annoying.
Hahah good to know you're having fun. Last time i tried that, it killed my frame rates.