Would be better if it was balanced to work without the ticking clock. Focusing on careful resource management would be more fun than just frantically navigating as many menus as you can. Still fun though.
Good game, good balance for the most part. Knights seem kind of terrible to me. So expensive, so vulnerable, so situational, so little opportunity to damage the enemy. Behold the awesome power of the wall. Its like a knight that doesn't make you cry when it dies.
So I went back and played kingdom rush because of the comments here... its not nearly as good, and the enemy priority issue is even worse there. This game is more of an unique innovation over kindom rush than kingdom rush is a unique innovation over all of the hundreds of tower defense games on kong. This game breaks the 'tower defense' model by having towers replaced by movable units composed of customizable parts. Kingdom rush hints at this, but this game fully implements it. Also, as an aside, I'm glad neither game lets you tweak prioritization settings... The elegantly simple game-play is part of the charm, and knowing how your towers will prioritize targets is part of the strategy.
Nice to see someone trying some new things with the siege weapon vs. castle genre. Unfortunately none of the ideas seem like good ones. The whole, illusion that these physics games aren't just random clickery is damaged when half of your score is determined by the random clickery of a computer shooter.
Promising idea, and faithfully executed but the resulting gameplay is less interesting than I initially expected. The trends play out too fast, and usually I either win decisively very early on or lose decisively very early on. Game play is much more tactical than strategic, which is great for a real time controlsy puzzle game like tetris, but disappointing in an interfacy resource management game. Also there are some balance issues. The defense option is very rarely a wise one, and almost never after the first 20 seconds of a stage. It feels like rock, paper, nothing or an over-dressed tic-tac-toe. The difficulty scaling is a pretty cool feature though probably provides option-overkill. I'll bet most players either choose the easiest or the hardest on all the categories. Could be improved by increasing the value of defense mode and options for conditional autopausing (start of battle, new tree purchase available).
Rarely have I so thoroughly enjoyed a kong game to absolute completion from start to finish. Always engaging, always balanced, always polished. Almost bug-less. Flawless execution of a genre, with gameplay innovation to boot. I would love more content (something I almost never say after finishing a kong game). A randomly generated endless mode, might be fun for players who want to keep playing after finishing the last quest. 5/5
Other bugs I've noticed are with the items that show you hidden things on the map, the Z-index is higher than the message pop ups, which can be destracting. Also when you turn an enemy into a sheep, the blocked tiles behaviour is buggy. There was one instance where a tile was blocked after all enemies were cleared. If that tile happened to be the key, I would have been stock and very annoyed.
Great game, but riddled with glitches. I'm stingey with my ratings, but this one gets a 5 in spite of the bugs. One big exploit I've found is with the villagers quest. If you click all three villagers very quickly you can usually get double, sometimes even triple the reward. Frankly without this exploit, I'd have a hard time getting much past level 50.
Unity keeps crashing for me mid-game. Especially if I don't wait 3 seconds between clicking blocks. I'm running chrome Version 23.0.1271.97 and a pretty old version of the unity player.
Suggestion: Enable Guild Rank Summons by specific guild raids, so you can give soldier the ability to summon easy raids, officer the ability to summon most others, and keep the power raids reserved for the guildmaster to summon. Make it customizable by GM.